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Towards better personas in gaming : Contract based expert systems

机译:在游戏中追求更好的角色:基于合同的专家系统

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Recent evaluations of Procedural Content Generation (PCG) methods have examined the use of personas as part of there evaluative functions. Personas, models of a user, have a number of complaints leveled against them by researchers as to their use as design tools: that there is poor empirical proof that they improve the design process, poor definitions lead to them not modeling actual uses, and they do not give any quantitative information for evaluation using a scientific approach. Examined is a framework in which a persona is not just defined as a model of a user, but is a contract list of player goals and actions available in the game. By defining a persona as a goal driven AI, it joins the idea of personas with a more qualitative evaluative method as well as not allowing developers to apply their own biases. Further, it allows for a persona to work beyond the design stage of the development, and into the maintenance stages. Taking into account game-play telemetry, it allows for personas to be used as tools for lessons learned for future developments.
机译:程序内容生成(PCG)方法的最新评估已经检查了角色作为评估功能的一部分的使用。研究人员针对角色(用户的模型)在使用它们作为设计工具时提出了许多抱怨:没有足够的经验证据证明他们改善了设计过程,定义不当导致他们没有对实际使用进行建模,并且不要使用科学方法提供任何定量信息进行评估。检查了一个框架,其中角色不仅被定义为用户模型,而且还是游戏中可用的玩家目标和动作的合同列表。通过将角色定义为目标驱动的AI,它将角色定义的概念与定性评估方法结合在一起,并且不允许开发人员施加自己的偏见。此外,它允许角色在开发的设计阶段之外进入维护阶段。考虑到游戏遥测功能,它允许将角色用作未来发展中汲取的经验教训的工具。

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