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BinG: A Framework for Dynamic Game Balancing using Provenance

机译:BinG:使用出处进行动态游戏平衡的框架

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Among different reasons that can lead a player to stop playing a game, frustration due to challenges that do not fit to their skills may be one of the most critical. Besides that, the players' skills improve along the time, and the previously selected difficulty level may become inappropriate due to the player's improvement. This can result on decreasing the motivation for the player retention, as they could get bored because of the easy challenges or frustrated due to the harsh difficulty. In this paper, we propose a new approach based on gathered provenance data for dynamically tuning the game's challenge according to the current player skills. To do so, we developed BinG, a framework responsible for collecting and processing data provenance, allowing for the development of different balancing models to be used externally by the game. BinG uses the concept of logical programming to deliver facts and rules observed during a game session, allowing querying over the database to understand what happened. Additionally, we conducted a study using a game developed in-house and a dynamic balancing model customized to that game through BinG. This study was performed with five volunteers, who played the game using the default balancing and our dynamic balancing. Through this experiment, we showed a performance discrepancy reduction of almost 50% for the most skilled player in relation to the less skillful player when using dynamic balancing.
机译:在可能导致玩家停止玩游戏的各种不同原因中,由于不适合其技能的挑战而导致的挫败感可能是最关键的原因之一。除此之外,玩家的技能会随着时间的推移而提高,并且由于玩家的进步,先前选择的难度级别可能变得不合适。这可能会降低玩家保留的动机,因为他们可能会因为容易的挑战而感到无聊或由于严峻的挑战而感到沮丧。在本文中,我们提出了一种基于收集的出处数据的新方法,可以根据当前玩家的技能动态调整游戏的挑战。为此,我们开发了BinG,一个负责收集和处理数据来源的框架,允许开发供游戏外部使用的不同平衡模型。 BinG使用逻辑编程的概念来传递在游戏过程中观察到的事实和规则,从而允许通过数据库进行查询以了解发生了什么。此外,我们使用内部开发的游戏和通过BinG为该游戏定制的动态平衡模型进行了研究。这项研究由五名志愿者进行,他们使用默认平衡和我们的动态平衡玩游戏。通过此实验,我们发现,使用动态平衡时,最熟练的演奏者与不熟练的演奏者相比,性能差异减少了近50%。

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