Synthesizing Game Levels for Collaborative Gameplay in a Shared Virtual Environment

IF 4.3 3区 材料科学 Q1 ENGINEERING, ELECTRICAL & ELECTRONIC ACS Applied Electronic Materials Pub Date : 2022-08-23 DOI:10.1145/3558773
Huimin Liu, Minsoo Choi, Dominic Kao, Christos Mousas
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引用次数: 2

Abstract

We developed a method to synthesize game levels that accounts for the degree of collaboration required by two players to finish a given game level. We first asked a game level designer to create playable game level chunks. Then, two artificial intelligence (AI) virtual agents driven by behavior trees played each game level chunk. We recorded the degree of collaboration required to accomplish each game level chunk by the AI virtual agents and used it to characterize each game level chunk. To synthesize a game level, we assigned to the total cost function cost terms that encode both the degree of collaboration and game level design decisions. Then, we used a Markov-chain Monte Carlo optimization method, called simulated annealing, to solve the total cost function and proposed a design for a game level. We synthesized three game levels (low, medium, and high degrees of collaboration game levels) to evaluate our implementation. We then recruited groups of participants to play the game levels to explore whether they would experience a certain degree of collaboration and validate whether the AI virtual agents provided sufficient data that described the collaborative behavior of players in each game level chunk. By collecting both in-game objective measurements and self-reported subjective ratings, we found that the three game levels indeed impacted the collaboration gameplay behavior of our participants. Moreover, by analyzing our collected data, we found moderate and strong correlations between the participants and the AI virtual agents. These results show that game developers can consider AI virtual agents as an alternative method for evaluating the degree of collaboration required to finish a game level.
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在共享虚拟环境中为协作玩法合成游戏关卡
我们开发了一种综合游戏关卡的方法,该方法考虑了两名玩家完成特定游戏关卡所需的合作程度。我们首先要求游戏关卡设计师创造可玩的游戏关卡块。然后,由行为树驱动的两个人工智能(AI)虚拟代理玩每个游戏关卡块。我们记录了AI虚拟代理完成每个游戏关卡块所需的协作程度,并用它来描述每个游戏关卡块。为了合成一个游戏关卡,我们将总成本函数分配给包含协作程度和游戏关卡设计决策的成本项。然后,我们使用马尔可夫链蒙特卡罗优化方法,称为模拟退火,来求解总成本函数,并提出了一个游戏关卡的设计。我们综合了三个游戏关卡(低、中、高合作游戏关卡)来评估我们的执行情况。然后,我们招募了一组参与者来玩游戏关卡,以探索他们是否会体验到一定程度的协作,并验证AI虚拟代理是否提供了足够的数据来描述玩家在每个游戏关卡块中的协作行为。通过收集游戏中的客观测量值和自我报告的主观评分,我们发现这三个游戏关卡确实影响了参与者的合作玩法行为。此外,通过分析我们收集的数据,我们发现参与者与人工智能虚拟代理之间存在适度而强烈的相关性。这些结果表明,游戏开发者可以考虑将人工智能虚拟代理作为评估完成游戏关卡所需的协作程度的替代方法。
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CiteScore
7.20
自引率
4.30%
发文量
567
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