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Machine Learning for Game Master Recommender.

机译:机器学习的游戏大师推荐。

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摘要

Artificial Intelligence and specifically Machine Learning has been put to use for years in the context of virtualizing board games. However, most of the current uses are typically applied to representing individual players or in-game agents; resolving tasks such as path finding or strategy. In the genre of more complex Role Playing Games there is another entity other than the normal player, the Game Master (GM). The GM's role is to not only serve as controller of the player's in-game adversaries, but also to construct the world, story, and scenarios the players are engaged in. It is not the goal of the Game Master to defeat the players (though this certainly can happen), but to create a challenging and fun experience for the players to engage in within the game's rule set. It is the goal of this thesis to encapsulate the thought process of a GM when it comes to constructing the game regarding what types of scenarios to present to players next after a sequence of completed scenarios. This requires the very human process of reading players' current engagement and attitude towards the previous sequence of scenarios in order to maximize their continued enjoyment. While previous studies have investigated altering games in real time to increase fun, these have all focused on manipulating the traits of the games' Non Player Characters (NPCs) (such as speed or difficulty) or integrated this concept into procedurally generated level design for one player games. What is being proposed with the GM recommender system is capturing the human behavior of reading the moods of players and overall story design through scenarios to increase the "fun factor" of a group of players. It will act at the level referred to as the "meta-game" and determine what sort of scenarios that give the most enjoyment between combat, skill checks, and story components, as well as variables specific to each of those scenario types (such as difficulty).
机译:在棋盘游戏虚拟化的背景下,人工智能(尤其是机器学习)已投入使用多年。但是,大多数当前用法通常用于代表单个玩家或游戏中的特工。解决诸如寻路或策略之类的任务。在更复杂的角色扮演游戏类型中,除了普通玩家之外,还有另一个实体Game Master(GM)。 GM的角色不仅是充当玩家游戏中对手的控制者,而且是建构玩家所从事的世界,故事和场景。游戏大师的目标并不是击败玩家(尽管当然可以发生),但要为玩家创造挑战性和有趣的体验,使其参与游戏规则集。本文的目的是封装通用汽车在构建游戏时的思考过程,即在一系列已完成的场景之后,接下来要向玩家呈现哪些类型的场景。这需要非常人性化的过程,即读取玩家对先前场景序列的当前参与度和态度,以最大化他们的持续乐趣。尽管先前的研究已经实时研究了更改游戏以增加乐趣的过程,但这些研究都集中于操纵游戏非玩家角色(NPC)的特征(例如速度或难度),或将此概念整合到程序生成的关卡设计中玩家游戏。通用汽车推荐系统的建议是通过情景捕捉捕捉玩家情绪的人类行为以及整个故事设计,以增加一组玩家的“乐趣”。它将在称为“元游戏”的级别上起作用,并确定哪种场景在战斗,技能检查和故事成分以及每种场景类型(例如,困难)。

著录项

  • 作者

    Cavanaugh, Patrick.;

  • 作者单位

    University of Nebraska at Omaha.;

  • 授予单位 University of Nebraska at Omaha.;
  • 学科 Computer science.
  • 学位 M.S.
  • 年度 2016
  • 页码 59 p.
  • 总页数 59
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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