对手
计算机科学
启发式
电子游戏
人工智能
生成语法
生成模型
计算机安全
多媒体
作者
Johannes Pfau,Antonios Liapis,Georgios N. Yannakakis,Rainer Malaka
出处
期刊:IEEE transactions on games
[Institute of Electrical and Electronics Engineers]
日期:2022-04-19
卷期号:15 (2): 217-227
被引量:8
标识
DOI:10.1109/tg.2022.3167728
摘要
Video game testing has become a major investment of time, labor, and expense in the game industry. Particularly the balancing of in-game units, characters, and classes can cause long-lasting issues that persist years after a game's launch. While approaches incorporating artificial intelligence have already shown successes in reducing manual effort and enhancing game development processes, most of these draw on heuristic, generalized, or optimal behavior routines, while actual low-level decisions from individual players and their resulting playing styles are rarely considered. In this article, we apply deep player behavior modeling to turn atomic actions of 213 players from six months of single-player instances within the MMORPG Aion into generative models that capture and reproduce particular playing strategies. In a subsequent simulation, the resulting generative agents ("replicants") were tested against common NPC opponent types of MMORPGs that iteratively increased in difficulty, respective to the primary factor that constitutes this enemy type (Melee, Ranged, Rogue, Buffer, Debuffer, Healer, Tank, or Group). As a result, imbalances between classes as well as strengths and weaknesses regarding particular combat challenges could be identified and regulated automatically.
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