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Inferring and Comparing Game Difficulty Curves using Player-vs-Level Match Data

机译:使用玩家对水平比赛数据推断和比较游戏难度曲线

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Prior work has focused on formalizing difficulty curves by using function composition to give precise definitions to curves and their transformations. However, the proposed framework was demonstrated using a single game, and the curves and transformations were defined with respect to the game’s ratings-based dynamic difficulty system. In this work, we infer difficulty curves from gameplay data using a method that is based on the aforementioned difficulty system but that can also be generalized to other games for which information on player-vs-level win/loss outcomes is available. Moreover, since this method uses the same difficulty mechanism as past work, it lets us similarly leverage function composition to compare difficulty curves across games, having either a fixed or dynamic level ordering, using a clearly defined vocabulary. We use four different games to demonstrate our method, which relies on an adjustment to traditional playback of ratings-based match data, which we also present in this work.
机译:先前的工作集中在通过使用函数组合为曲线及其转换提供精确的定义来形式化难度曲线。但是,使用单个游戏演示了所建议的框架,并且根据游戏基于评分的动态难度系统定义了曲线和变换。在这项工作中,我们使用一种基于上述难度系统的方法从游戏数据中推断难度曲线,但该方法也可以推广到其他游戏,在这些游戏中可以获得与玩家对战级别的赢/输结果相关的信息。而且,由于此方法使用了与过去工作相同的难度机制,因此它使我们能够类似地利用功能组合来比较游戏中的难度曲线,并使用明确定义的词汇表对游戏进行固定或动态级别排序。我们使用四种不同的游戏来演示我们的方法,该方法依赖于对基于评分的比赛数据的传统回放的调整,我们也在本工作中对此进行了介绍。

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