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Tuning mobile game design using data mining

机译:使用数据挖掘调整移动游戏设计

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摘要

We present an application of data mining to the analysis and tuning of Bad Blood, a video game for Windows Phone developed for the 2012 Microsoft's Imagine Cup competition. The game was developed on a very short time frame (four months) by a small student team (three programmers and one designer). Because of the limited development time available the game could not undergo extensive playtest. More importantly, since the game had to be submitted to the competition we could not leverage digital distribution to update the game, identify design flaws or fix bugs. Accordingly, before submitting the game, we decided to instrument the code to collect as much information as possible about the gameplay, and performed a rather limited playtest during two public events. Then, we applied data mining both to look for peculiar characteristics of the platforms employed, to discover interesting patterns, and to identify flaws and/or opportunities in our game design. Overall, we identified at least one major design flaw regarding the pace in one specific game mode which we solved by introducing new game elements. We also discovered some design opportunities to inherently modify the game difficulty by leveraging upon the way players tend to use the devices.
机译:我们展示了数据挖掘对坏血的分析和调整的应用,为2012年微软想象的杯竞赛开发的Windows手机的视频游戏。游戏是在一个小型学生团队(三个程序员和一个设计师)的非常短的时间范围内(四个月)开发。由于可用的有限开发时间,游戏无法接受广泛的Playtest。更重要的是,由于游戏必须提交竞争,我们无法利用数字分发来更新游戏,识别设计缺陷或修复错误。因此,在提交游戏之前,我们决定介绍代码,以收集尽可能多的信息,并在两个公共事件中执行相当有限的PlayTest。然后,我们应用数据挖掘,以寻找所用平台的特殊特征,以发现有趣的模式,并识别游戏设计中的缺陷和/或机会。总体而言,我们通过引入新的游戏元素来确定有关一定特定的游戏模式的步伐中的至少一个主要设计缺陷。我们还发现了一些设计机会,通过利用玩家倾向于使用这些设备的方式来固有地修改游戏难度。

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