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Player-customized puzzle instance generation for Massively Multiplayer Online Games

机译:大型多人在线游戏的玩家定制拼图实例生成

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Massively Multiplayer Online Games (MMOGs) have emerged as a new type of interactive application simultaneously played by millions around the world. Besides social interaction, players are entertained by content such as virtual world objects and logical challenges. Thus, developing content of good quality and in sufficient quantity is key for a successful MMOG. Currently, the content is generated exclusively by teams of human content designers, but the growth of the player population, the lack of scalability of the production pipeline, and the increase in the price ratio between human work and computation make this situation undesirable for the future. The paper investigates the problem of fully automated content generation for MMOGs, such that customized content that matches taste and previous game experience is available for each player. We take as a motivating example of content instances of puzzle games, that is, games in which the player is entertained by solving a logical challenge; for example, different players may each spend hours to solve different instances of chess puzzles to open the gates to the Labyrinth.
机译:大型多人在线游戏(MMOG)已经作为一种新型的交互式应用程序出现,并被世界各地数以百万计的人同时玩耍。除了社交互动之外,玩家还可以通过虚拟世界对象和逻辑挑战之类的内容来娱乐。因此,开发高质量和足够数量的内容是成功MMOG的关键。当前,内容仅由人工内容设计者团队生成,但是播放器人数的增长,生产管道的可伸缩性不足以及人工和计算之间的价格比增加使得这种情况在未来不受欢迎。 。本文研究了MMOG的全自动内容生成问题,因此,每个玩家都可以使用与口味和以前的游戏体验相匹配的自定义内容。我们以益智游戏的内容实例作为激励示例,即通过解决逻辑挑战来娱乐玩家的游戏;例如,不同的玩家可能各自花费数小时来解决不同的棋类难题,从而打开迷宫的大门。

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