表达性反应曲线:用A*测试表达性游戏感觉

Nic Junius, Elin Carstensdottir
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引用次数: 0

摘要

为富有表现力的角色行为设计AI模型是一个相当大的挑战。这些模型代表了个体行为的巨大可能性空间和不同角色表情的序列。迭代这些模型的设计是很复杂的,因为它们提供的可能性空间很难完全理解,也很难直观地映射到对用户有意义的体验上。自动游戏测试主要关注游戏关卡的物理空间以及AI玩家在这些关卡中扮演角色和完成任务的能力。然而,自动化游戏测试的核心原则可以应用于表达模型,以揭示其表达可能性空间的信息。我们提出了一种自动测试AI角色行为的新方法:表达性反应曲线(Expressive Response Curves, ERC)。ERC允许我们映射玩家执行特定表达所采取的特定行动,从而理解表达可能性空间的可视性。我们提出了一个应用ERC到Puppitor规则集的案例研究。我们表明,使用这种方法,我们可以通过Puppitor规则集编译路径来映射它们,并进一步理解系统提供的表达空间的本质。我们认为,通过使用ERC,可以为设计师提供更细微的信息和指导,以创造更好、更具表现力的AI角色。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Expressive Response Curves: Testing Expressive Game Feel with A*
Designing AI models for expressive character behavior is a considerable challenge. Such models represent a massive possibility space of individual behaviors and sequences of different character expressions. Iterating on designs of such models is complex because the possibility spaces they afford are challenging to understand in their entirety and map intuitively onto a meaningful experience for a user. Automated playtesting has primarily been focused on the physical spaces of game levels and the ability of AI players to enact personas and complete tasks within those levels. However, core principles of automated playtesting can be applied to expressive models to expose information about their expressive possibility space. We propose a new approach to automated playtesting for AI character behaviors: Expressive Response Curves (ERC). ERC allows us to map specific actions taken by a player to perform a particular expression to understand the affordances of an expressive possibility space. We present a case study applying ERC to Puppitor rulesets. We show that using this method we can compile paths through Puppitor rulesets to map them and further understand the nature of the expressive spaces afforded by the system. We argue that by using ERC, it is possible to give designers more nuanced information and guidance to create better and more expressive AI characters.
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