游戏平衡的综合过程

Marlene Beyer, Aleksandr Agureikin, Alexander Anokhin, Christoph Laenger, Felix Nolte, Jonas Winterberg, Marcel Renka, Martin Rieger, Nicolas Pflanzl, M. Preuss, Vanessa Volz
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引用次数: 12

摘要

游戏平衡是一个反复出现的问题,目前需要大量的手工工作,通常是遵循游戏设计师的直觉或经验法则。平衡过程在多大程度上可以或应该自动化?我们建立了一个集成了手动和自动平衡方法的过程模型。人工代理被用来自动评估游戏的可取性。我们演示了实现该模型的可行性,并分析了将其应用于简单视频游戏的结果解决方案。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
An integrated process for game balancing
Game balancing is a recurring problem that currently requires a lot of manual work, usually following a game designer's intuition or rules-of-thumb. To what extent can or should the balancing process be automated? We establish a process model that integrates both manual and automated balancing approaches. Artificial agents are employed to automatically assess the desirability of a game. We demonstrate the feasibility of implementing the model and analyze the resulting solutions from its application to a simple video game.
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