Exploring options for efficiently evaluating the playability of computer game agents

T. Wareham, Scott Watson
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引用次数: 1

Abstract

Automatic generation of game content is an important challenge in computer game design. Such generation requires methods that are both efficient and guaranteed to produce playable content. While existing methods are adequate for currently available types of games, games based on more complex entities and structures may require new methods. In this paper, we use computational complexity analysis to explore algorithmic options for efficiently evaluating the playability of and generating playable groups of enhanced agents that are capable of exchanging items and facts with each other and human players. Our results show that neither of these problems can be solved both efficiently and correctly either in general or relative to a surprisingly large number of restrictions on enhanced agent structure and gameplay. We also give the first restrictions under which the playability evaluation problem is solvable both efficiently and correctly.
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探索有效评估电脑游戏代理可玩性的选项
游戏内容的自动生成是计算机游戏设计中的一个重要挑战。这种生成需要既有效又保证产生可玩内容的方法。虽然现有的方法对于当前可用的游戏类型已经足够,但基于更复杂实体和结构的游戏可能需要新的方法。在本文中,我们使用计算复杂性分析来探索算法选项,以有效地评估可玩性并生成可玩的增强代理组,这些增强代理组能够与彼此和人类玩家交换物品和事实。我们的结果表明,这两个问题都不能有效和正确地解决,无论是在一般情况下还是相对于对增强的代理结构和游戏玩法的大量限制而言。我们还给出了可玩性评估问题能够有效而正确地解决的第一个限制条件。
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