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Socially Present Board Game Opponents

机译:社交上的棋盘游戏对手

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摘要

The real challenge of creating believable and enjoyable board game artificial opponents lies no longer in analysing millions of moves per minute. Instead, it lies in creating opponents that are socially aware of their surroundings and that can interact socially with other players. In traditional board games, where face-to-face interactions, social actions and strategic reasoning are important components of the game, artificial opponents are still difficult to design. In this paper, we present an initial effort towards the design of board game opponents that are perceived as socially present and can socially interact with several human players. To accomplish this, we begin by an overview of board game artificial opponents. Then we describe design guidelines for developing empirically inspired social opponents for board games. These guidelines will be illustrated by concrete examples in a scenario where a digital table is used as a user interface, and an intelligent social robot plays Risk against three human opponents.
机译:创建令人愉快的棋盘游戏人造对手的真正挑战不再是每分钟分析数百万个动作。取而代之的是,创建能够在社交上意识到自己周围环境并且可以与其他玩家进行社交互动的对手。在传统的棋盘游戏中,面对面的互动,社交行为和战略推理是游戏的重要组成部分,人为的对手仍然很难设计。在本文中,我们提出了针对棋盘游戏对手的设计的初步工作,这些对手被认为是社交存在并且可以与多个人类玩家进行社交互动。为此,我们首先概述棋盘游戏的人造对手。然后,我们描述了设计准则,以开发受经验启发的棋盘游戏社交对手。在数字表用作用户界面,智能社交机器人针对三个人类对手进行冒险的情况下,将通过具体示例说明这些准则。

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