RTS游戏策略平衡研究的模式挖掘方法

Q2 Computer Science
G. Bosc, Philip Tan, Jean-François Boulicaut, Chedy Raïssi, Mehdi Kaytoue-Uberall
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引用次数: 16

摘要

围棋和国际象棋等最纯粹的战略游戏似乎是永恒的,但受流行文化、潮流、无聊和技术创新的影响,电子游戏的寿命很短。即使是重要的预算和编辑分配的发展也不能保证一个永恒的成功。相反,提出了新颖性和修正性,以延长不可避免的有限寿命。新奇的东西可能会出乎意料地打破游戏的平衡,因为玩家可能会发现开发人员没有考虑到的不平衡策略。在电子竞技的新背景下,一个重要的挑战是能够检测游戏平衡问题。在本文中,我们考虑了实时策略(RTS)游戏,并提出了一种高效的模式挖掘算法,作为游戏平衡设计者的基本工具,该算法使人们能够通过数据库中的知识发现(KDD)过程在历史数据中搜索不平衡策略。我们在《星际争霸II》的历史数据上实验我们的算法,这是一项专业的电子运动。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Pattern Mining Approach to Study Strategy Balance in RTS Games
Whereas purest strategic games such as Go and Chess seem timeless, the lifetime of a video game is short, influenced by popular culture, trends, boredom, and technological innovations. Even the important budget and developments allocated by editors cannot guarantee a timeless success. Instead, novelties and corrections are proposed to extend an inevitably bounded lifetime. Novelties can unexpectedly break the balance of a game, as players can discover unbalanced strategies that developers did not take into account. In the new context of electronic sports, an important challenge is to be able to detect game balance issues. In this paper, we consider real-time strategy (RTS) games and present an efficient pattern mining algorithm as a basic tool for game balance designers that enables one to search for unbalanced strategies in historical data through a knowledge discovery in databases (KDD) process. We experiment with our algorithm on StarCraft II historical data, played professionally as an electronic sport.
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来源期刊
IEEE Transactions on Computational Intelligence and AI in Games
IEEE Transactions on Computational Intelligence and AI in Games COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
4.60
自引率
0.00%
发文量
0
审稿时长
>12 weeks
期刊介绍: Cessation. The IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG) publishes archival journal quality original papers in computational intelligence and related areas in artificial intelligence applied to games, including but not limited to videogames, mathematical games, human–computer interactions in games, and games involving physical objects. Emphasis is placed on the use of these methods to improve performance in and understanding of the dynamics of games, as well as gaining insight into the properties of the methods as applied to games. It also includes using games as a platform for building intelligent embedded agents for the real world. Papers connecting games to all areas of computational intelligence and traditional AI are considered.
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