Evaluating the enjoyability of the ghosts in Ms Pac-Man

Wichit Sombat, Philipp Rohlfshagen, S. Lucas
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引用次数: 7

Abstract

The video games industry is one of the fastest-growing industries in the world, bolstered by sophisticated technology in gaming consoles and modern trends such as mobile and social gaming. The goal of most video games is to entertain the gamer and in most games this stems from the interaction between the gamer and the non-player characters (NPCs): it is no longer sufficient for a game to be visually appealing but instead, the gamer must be challenged at the right level of difficulty to be engaged by the game. It is thus necessary to develop suitable NPCs that are fun to play against and the realm of computational intelligence offers a variety of techniques to do so. However, the perception of fun is clearly subjective and indeed, difficult to quantify. In this paper we make use of the Ms Pac-Man vs Ghosts gaming competition to gather and analyse data from human gamers regarding their preference of opponent: each gamer plays two games against different ghost teams, indicating their preference at the end. We subsequently use this data to establish which ghost teams are generally preferred and demonstrate that there are measurable differences between these ghost teams. These differences are sufficient to group the ghosts into different categories with a good degree of accuracy. This work is a first step in better understanding the attributes required by NPCs for players to be engaged.
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评估《吃豆人女士》中幽灵的乐趣
视频游戏产业是世界上发展最快的产业之一,得益于游戏机的尖端技术以及手机和社交游戏等现代趋势。大多数电子游戏的目标都是娱乐玩家,在大多数游戏中,这源于玩家与非玩家角色(npc)之间的互动:游戏的视觉吸引力已经不够了,相反,玩家必须在适当的难度水平上受到挑战,才能被游戏吸引。因此,有必要开发出适合玩家的有趣的npc,而计算智能领域提供了各种技术来实现这一目标。然而,乐趣的感知显然是主观的,确实很难量化。在本文中,我们利用Ms Pac-Man vs Ghosts游戏竞赛来收集和分析人类玩家关于对手偏好的数据:每个玩家与不同的幽灵团队进行两场游戏,最后表明他们的偏好。我们随后使用这些数据来确定哪些幽灵团队通常更受欢迎,并证明这些幽灵团队之间存在可测量的差异。这些差异足以将鬼划分为不同的类别,并具有较高的准确性。这项工作是更好地理解npc所需要的属性以吸引玩家的第一步。
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