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TOWARD A CAUSAL MODEL FOR AUTOMATIC GAME BALANCING

机译:走向自动游戏平衡的因果模型

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We have started to develop a mathematical model of how various aspects of a computer game influence how much fun it is to play. This causal model is organized into three layers: a generic layer that applies to any game, a refinement layer for a particular game genre, and an instantiation layer for a specific game. We have conducted an initial user study to validate the model using a simple sports game called Slime Volleyball. In addition to providing insight into game design, our causal model is intended to provide a foundation for the application of machine learning and optimization techniques to improve the player's experience.
机译:我们已经开始开发一种数学模型,用来说明计算机游戏的各个方面如何影响游戏的乐趣。该因果模型分为三层:适用于任何游戏的通用层,针对特定游戏类型的优化层以及针对特定游戏的实例化层。我们已经进行了初步的用户研究,以使用称为Slime Volleyball的简单体育游戏验证模型。除了提供对游戏设计的见识之外,我们的因果模型还旨在为机器学习和优化技术的应用提供基础,以改善玩家的体验。

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