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POGGI: generating puzzle instances for online games on grid infrastructures

机译:POGGI:在网格基础架构上为在线游戏生成拼图实例

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The developers of Massively multiplayer online games (MMOGs) rely on attractive content such as logical challenges (puzzles) to entertain and generate revenue from millions of concurrent players. While a large part of the content is currently generated by hand, the exponentially increasing number of players and their new demand for player-customized content have made manual content generation undesirable. Thus, in this work we investigate the problem of automated, player-customized game content generation at MMOG scale; to make our investigation tractable, we focus on puzzle game content generation. In this context, we design POGGI, an architecture for generating player-customized game content using on-demand, grid resources. POGGI focuses on the large-scale generation of puzzle instances that match well the solving ability of the players, and that lead to fresh playing experience. Using our reference implementation of POGGI, we show through experiments in a real resource pool of over 1600 nodes that POGGI can generate commercial-quality content at MMOG scale.
机译:大型多人在线游戏(MMOG)的开发人员依赖于诸如逻辑挑战(拼图)之类的有吸引力的内容来娱乐并从数百万并发玩家中赚钱。尽管当前大部分内容是手工生成的,但随着玩家数量的呈指数级增长以及他们对玩家自定义内容的新需求,使得手动生成内容变得不受欢迎。因此,在这项工作中,我们研究了MMOG规模的自动,玩家定制游戏内容生成问题;为了便于进行调查,我们专注于益智游戏内容的生成。在这种情况下,我们设计了POGGI,一种用于使用按需网格资源生成玩家自定义游戏内容的体系结构。 POGGI专注于大规模生成的拼图实例,这些实例非常适合玩家的解决能力,并带来全新的游戏体验。使用我们的POGGI参考实现,通过在1600多个节点的真实资源池中进行的实验,我们证明POGGI可以在MMOG规模上生成商业质量的内容。

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