为点对点游戏战斗建立竞争性统治循环

Owen Makin, S. Bangay
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引用次数: 1

摘要

游戏需要平衡才能公平和有趣。在两名玩家的战斗设置中,平衡可以通过确保两个单位都具有相同的能力来实现。当引入额外玩家时,联盟的可能性会改变平衡的本质。实现平衡的一种方法是使用“石头、剪刀、布”式的控制循环。本文研究了这种循环是否存在于现有的游戏战斗规则中。游戏单位属性空间中的搜索过程用于识别现有游戏架构中的循环。支配度指标用于识别通过明确阈值获得胜利的循环。最多可容纳5名玩家的循环被展示出来,尽管更大的循环需要更多的努力才能找到。建议使用游戏玩法模型和属性空间搜索作为平衡这种格式游戏的机制。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Establishing competitive domination cycles for peer-to-peer game combat
Games require balance to be fair and enjoyable. In two player combat settings balance can be achieved by ensuring that both units are equally capable. The possibility of alliances changes the nature of balance when additional players are introduced. One approach to achieving balance is to use a domination loop between agents in a rock, scissors, paper style approach. This paper investigates whether such loops exist within the existing rules of game combat. Search processes within the attribute space of the game units are used to identify loops within an existing game architecture. A dominance metric is used to identify cycles where the victory is achieved by a clear threshold. Cycles with up to 5 players are demonstrated, although larger cycles require more effort to find. Use of models of game play and attribute space search are recommended as a mechanism for balancing games of this format.
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