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Long Memory of Pathfinding Aesthetics

机译:寻路美学的悠久记忆

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摘要

This paper investigates a new dynamic (i.e., space-time) model to measure aesthetic values in pathfinding for videogames. The results we report are important firstly because the artificial intelligence literature has given relatively little attention to aesthetic considerations in pathfinding. Secondly, those investigators who have studied aesthetics in pathfinding have relied largely on anecdotal arguments rather than metrics. Finally, in those cases where metrics have been used in the past, they show only that aesthetic paths are different. They provide no quantitative means to classify aesthetic outcomes. The model we develop here overcomes these deficiencies using rescaled range (R/S) analysis to estimate the Hurst exponent,H. It measures long-range dependence (i.e., long memory) in stochastic processes and provides a novel well-defined mathematical classification for pathfinding. Indeed, the data indicates that aesthetic and control paths have statistically significantly distinctHsignatures. Aesthetic paths furthermore have more long memory than controls with an effect size that is large, more than three times that of an alternative approach. These conclusions will be of interest to researchers investigating games as well as other forms of entertainment, simulation, and in general nonshortest path motion planning.
机译:本文研究了一种新的动态模型(即时空模型),用于在电子游戏的寻路中测量美学价值。我们报告的结果首先是重要的,因为人工智能文献在寻路中很少关注美学考虑。其次,那些在寻路中研究美学的研究者主要依靠传闻而不是度量。最后,在过去使用过度量的情况下,它们仅表明美学途径是不同的。它们没有提供量化美学结果的定量方法。我们在此开发的模型使用重标范围(R / S)分析来克服Hurst指数H,从而克服了这些缺陷。它可以测量随机过程中的远程依赖性(即长记忆),并为寻路提供了一种新颖的定义明确的数学分类。实际上,数据表明美学和控制路径在统计学上具有明显不同的特征。此外,与具有较大效果大小的控件相比,审美路径的记忆时间更长,是替代方法的三倍以上。这些结论将对研究游戏以及其他形式的娱乐,模拟以及一般非最短路径运动计划的研究人员感兴趣。

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