适度发散的乐趣:通过 RL 评估经验驱动的 PCG

IF 2.8 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Ziqi Wang;Yuchen Li;Haocheng Du;Jialin Liu;Georgios N. Yannakakis
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引用次数: 0

摘要

玩家体验的计算建模是生成个性化游戏内容的关键。乐趣的概念,作为游戏体验中最独特和最核心的方面之一,经常被建模和量化为内容生成的目的,并取得了不同的成功。最近,受Koster的乐趣理论启发,衡量玩家乐趣的方法被特别设计成模拟平台游戏中游戏内部差异的适度水平。这些措施塑造了游戏内容生成方法的奖励功能,遵循了《超级马里奥兄弟》中通过强化学习(EDRL)范式生成的体验驱动程序内容。在本文中,我们呈现了一项涉及90多名参与者的综合用户研究,该研究具有双重目的:评估文献中引入的特别乐趣指标,并测试EDRL框架在以在线方式生成个性化的《超级马里奥兄弟》乐趣体验方面的有效性。我们的主要发现表明,中等程度的游戏关卡和玩法差异与我们的参与者感知到的乐趣概念高度一致,交叉验证了特别设计的乐趣指标。另一方面,EDRL生成器似乎设法匹配每个角色的首选(即有趣)游戏体验,只是部分地针对某些玩家。我们的研究结果表明,使用多层面的游戏内部数据(如事件和行动)将能够模拟出更细微的游戏玩法行为。此外,通过动态体验建模验证玩家角色建模和增强玩家粘性是潜在的未来发展方向。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Fun as Moderate Divergence: Evaluating Experience-Driven PCG via RL
The computational modeling of player experience is key to the generation of personalized game content. The notion of fun, as one of the most peculiar and core aspects of game experience, has often been modeled and quantified for the purpose of content generation with varying success. Recently, measures of a player's fun have been ad-hoc designed to model moderate levels of in-game divergence in platformer games, inspired by Koster's theory of fun. Such measures have shaped the reward functions of game content generative methods following the experience-driven procedural content generation via reinforcement learning (EDRL) paradigm in Super Mario Bros In this article, we present a comprehensive user study involving over 90 participants with a dual purpose: to evaluate the ad-hoc fun metrics introduced in the literature and test the effectiveness of the EDRL framework to generate personalized fun Super Mario Bros experiences in an online fashion. Our key findings suggest that moderate degrees of game level and gameplay divergence are highly consistent with the perceived notion of fun of our participants, cross-verifying the ad-hoc designed fun metrics. On the other hand, it appears that EDRL generators manage to match the preferred (i.e., fun) game experiences of each persona, only in part and for some players. Our findings suggest that the use of multifaceted in-game data, such as events and actions, will likely enable the modeling of more nuanced gameplay behaviors. In addition, the verification of player persona modeling and the enhancement of player engagement through dynamic experience modelling are suggested as potential future directions.
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来源期刊
IEEE Transactions on Games
IEEE Transactions on Games Engineering-Electrical and Electronic Engineering
CiteScore
4.60
自引率
8.70%
发文量
87
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