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Towards Finding Flow in Tetris

机译:寻找尺子中的流量

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摘要

One of the most challenging goals in the game industry is to design games which are difficult enough to be a fun challenge but not so hard to provoke frustration among a wide range of different types of players. Dynamic difficulty adjustment (DDA) is a set of techniques used to customize the difficulty of a game according to the skill level of the player so that the game can keep the player "flowing". In this paper, we present a novel DDA architecture that we implement using case-based reasoning and we integrate into a Tetris game. In particular, we dynamically change the difficulty of the game by selecting the next piece the player has to place on the board to make the current game more similar to one of the "good" games in our case base. Games are modeled using time series representing the evolution of different game features and evaluated by the players according to their level of entertainment. This way, we alter the difficulty of the game so that it evolves similarly to other previous good games and we expect the current player also experience the same flow.
机译:游戏行业中最具挑战性的目标之一是设计困难的游戏,这足以成为一个有趣的挑战,但不太难以挑起各种不同类型的球员之间的挫败感。动态难度调整(DDA)是一组技术,用于根据玩家的技能水平定制游戏的难度,以便游戏可以保持玩家“流动”。在本文中,我们提出了一种使用基于案例的推理来实现的新型DDA架构,并将我们集成到俄罗斯方案中。特别是,我们通过选择播放器必须放置在板上的下一块来动态改变游戏的难度,以使当前游戏更类似于我们的案例基础中的“好”游戏。使用时间序列建模的游戏表示不同游戏功能的演变,并根据他们的娱乐水平评估。这样,我们改变了游戏的难度,使它与其他以前的好游戏同样地发展,我们期望当前的玩家也经历相同的流程。

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