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Towards Finding Flow in Tetris

机译:在俄罗斯方块中寻找流程

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摘要

One of the most challenging goals in the game industry is to design games which are difficult enough to be a fun challenge but not so hard to provoke frustration among a wide range of different types of players. Dynamic difficulty adjustment (DDA) is a set of techniques used to customize the difficulty of a game according to the skill level of the player so that the game can keep the player 'flowing'. In this paper, we present a novel DDA architecture that we implement using case-based reasoning and we integrate into a Tetris game. In particular, we dynamically change the difficulty of the game by selecting the next piece the player has to place on the board to make the current game more similar to one of the 'good' games in our case base. Games are modeled using time series representing the evolution of different game features and evaluated by the players according to their level of entertainment. This way, we alter the difficulty of the game so that it evolves similarly to other previous good games and we expect the current player also experience the same flow.
机译:游戏行业最具挑战性的目标之一是设计游戏,这些游戏要足够有趣,但很难引起广泛的不同类型玩家的挫败感。动态难度调整(DDA)是用于根据玩家的技能水平自定义游戏难度以使游戏保持玩家“流畅”的一组技术。在本文中,我们提出了一种新颖的DDA架构,该架构可使用基于案例的推理来实现,并集成到Tetris游戏中。特别是,我们通过选择玩家必须放置在棋盘上的下一个棋子来动态改变游戏的难度,以使当前游戏更类似于我们案例库中的“好”游戏之一。使用表示不同游戏功能演变的时间序列对游戏进行建模,并由玩家根据其娱乐程度对其进行评估。这样,我们改变了游戏的难度,使其与以前的其他好游戏类似地发展,并且我们希望当前的玩家也能经历相同的流程。

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