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Evolving models of player decision making: Personas versus clones

机译:不断发展的玩家决策模型:角色与克隆

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摘要

The current paper investigates multiple approaches to modeling human decision making styles for procedural play-testing. Building on decision and persona theory we evolve game playing agents representing human decision making styles. Three kinds of agents are evolved from the same representation: procedural personas, evolved from game designer expert knowledge, clones, evolved from observations of human play and aimed at general behavioral replication, and specialized agents, also evolved from observation, but aimed at determining the maximal behavioral replication ability of the representation. These three methods are then compared on their ability to represent individual human decision makers. Comparisons are conducted using three different proposed metrics that address the problem of matching decisions at the action, tactical, and strategic levels. Results indicate that a small gallery of personas evolved from designer intuitions can capture human decision making styles equally well as clones evolved from human play-traces for the testbed game MiniDungeons.
机译:本文研究了多种方法来模拟程序性测试的人类决策风格。基于决策和角色理论,我们发展了代表人类决策风格的游戏代理。三种主体是从相同的表示形式演化而来的:程序角色,是从游戏设计师的专业知识中演化而来的,克隆体是从对人类游戏的观察而来的,并针对一般行为复制而来的;专门代理,也是从观察而来的,但目的在于确定表示的最大行为复制能力。然后比较这三种方法在代表单个人类决策者方面的能力。使用三种不同的建议度量进行比较,这些度量解决了在行动,战术和战略级别上匹配决策的问题。结果表明,从设计师的直觉演变而来的一小部分角色,可以很好地捕捉人类的决策风格,而从测试平台游戏MiniDungeons的人类游戏轨迹演化而来的克隆也一样。

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