熵是谜题难度的衡量标准

Eugene You Chen Chen, Adam White, Nathan R. Sturtevant
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引用次数: 0

摘要

评估和排名谜题的难度和乐趣在游戏设计中非常重要。通常情况下,这种排名是针对每一款特定游戏手动构建的,这可能很耗时,容易受到设计师偏见的影响,并且需要进行大量的游戏测试。基于多种益智游戏的排名方法更具挑战性,因为它们在规则和目标等因素上存在差异。本文介绍了计算谜题熵的两种通用方法,并用它们来评估玩家喜欢的谜题。所产生的不确定性分数相当于向具有特定技能水平的玩家传达谜题解决方案所需的数据位数。我们将2016年游戏《the Witness》中的新方法用于解谜。计算出的熵值在很大程度上再现了一组谜题的顺序,这些谜题在游戏中引入了新机制。分数也与用户创造的《Witness》谜题的用户评级呈正相关,这证明我们的方法抓住了谜题难度和乐趣的概念。我们的方法旨在以一般方式利用游戏特定知识,因此可以扩展到在各种应用程序中提供自动排名或课程。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Entropy as a Measure of Puzzle Difficulty
Evaluating and ranking the difficulty and enjoyment of puzzles is important in game design. Typically, such rankings are constructed manually for each specific game, which can be time consuming, subject to designer bias, and requires extensive play testing. An approach to ranking that generalizes across multiple puzzle games is even more challenging because of their variation in factors like rules and goals. This paper introduces two general approaches to compute puzzle entropy, and uses them to evaluate puzzles that players enjoy. The resulting uncertainty score is equivalent to the number of bits of data necessary to communicate the solution of a puzzle to a player of a given skill level. We apply our new approaches to puzzles from the 2016 game, The Witness. The computed entropy scores largely reproduce the order of a set of puzzles that introduce a new mechanic in the game. The scores are also positively correlated with the user ratings of user-created Witness puzzles, providing evidence that our approach captures notions of puzzle difficulty and enjoyment. Our approach is designed to exploit game-specific knowledge in a general way and thus can extended to provide automatic rankings or curricula in a variety of applications.
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