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Where's Pikachu: Route Optimization in Location-Based Games

机译:哪里是皮卡丘:在基于位置的游戏中路线优化

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Along with the sudden rise in popularity of location-based games, the demand for tools to assist players in performance optimization increased. One major aspect lies within the analysis and planning of routes that contain a high amount of desirable game locations for the given player. However, personalized routes cannot be created by hand due to the amount of available in-game locations and the associated time constraints for real-world travel. This paper presents a system to dynamically create personalized route for players, based upon previous game data. These routes can be fully customized with regards to their time and location as well as the player's desired in-game goal, allowing them to e.g. specifically target their favourite species or maximize the amount of visited locations. The system is evaluated using a dataset of Berlin containing over 30.000 distinct locations with different associated in-game behaviour. Regarding the system's performance it is designed to work as an assistance system on a mobile device to assure its applicability in the context of location-based games.
机译:随着基于地点的游戏普及的突然增加,工具的需求可以帮助玩家的性能优化增加。一个主要方面位于分析和规划路线中,该路线包含给定播放器的高量期望的游戏位置。但是,由于游戏中可用的空间位置和现实世界旅行的相关时间限制,不能用手创建个性化路线。本文基于以前的游戏数据,提出了一个系统,用于动态创建玩家的个性化路由。这些路线可以在他们的时间和地点以及球员所需的游戏目标方面完全定制,让他们允许它们为例如。专门针对他们最喜欢的物种或最大化访问的位置的数量。使用柏林数据集进行评估,该数据集包含超过30,000个不同的游戏行为的不同位置。关于系统的性能,它旨在作为移动设备上的辅助系统工作,以确保其在基于位置的游戏的背景下的适用性。

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