首页> 外文会议>IEEE Conference on Games >Desirable Behaviors for Companion Bots in First-Person Shooters
【24h】

Desirable Behaviors for Companion Bots in First-Person Shooters

机译:第一人称射击游戏中伴侣机器人的理想行为

获取原文

摘要

First-Person Shooter games are a popular genre that often includes a team deathmatch mode of play: teams of agents score by killing members of the other team. When played without other humans, this mode features both opponent bots and companion bots. This paper uses a human subject study with 30 participants to analyze player preference for cooperative teammates vs. skilled, but less cooperative, teammates in the game Unreal Tournament 2004. Specifically, participants play with both a skilled bot based on neuroevolution and a less skilled bot hand-coded to be more cooperative. Survey results indicate that users perceived significant differences between the bots in several categories, e.g. following behavior and skill at scoring, but did not have a significant preference for one bot over another. However, participants did significantly prefer whichever bot they personally felt was more 'helpful' and also preferred whichever bot they happened to see more of. These data indicate how user perception can strongly depend on coincidental interactions, such as being seen more. They also identify some qualities that humans desire in teammates, and indicate that simply scoring more will not necessarily result in a higher user preference.
机译:第一人称射击游戏是一种流行的类型,通常包括团队死亡竞赛的游戏模式:特工团队通过杀死另一支团队的成员来得分。在没有其他人玩的情况下,此模式同时具有对手机器人和同伴机器人。本文使用一项包含30名参与者的人类主题研究,分析了游戏Unreal Tournament 2004中玩家对合作队友与熟练但不那么合作的队友的偏好。具体而言,参与者既使用基于神经进化的熟练机器人,又使用不熟练的机器人手工编码,以便合作。调查结果表明,用户在两个类别(例如,遵循得分的行为和技巧,但并没有明显偏爱一种机器人。但是,参与者确实更喜欢他们个人认为更“有用”的任何一个机器人,并且也更喜欢他们碰巧看到的更多一个机器人。这些数据表明用户的感受如何强烈依赖于巧合,例如被更多人看到。他们还确定了人类在队友中期望的一些特质,并指出仅仅得分更高并不一定会导致更高的用户偏好。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号