Platformer level design for player believability

Elizabeth Camilleri, Georgios N. Yannakakis, A. Dingli
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引用次数: 12

Abstract

Player believability is often defined as the ability of a game playing character to convince an observer that it is being controlled by a human. The agent's behavior is often assumed to be the main contributor to the character's believability. In this paper we reframe this core assumption and instead focus on the impact of the game environment and aspects of game design (such as level design) on the believability of the game character. To investigate the relationship between game content and believability we crowdsource rank-based annotations from subjects that view playthrough videos of various AI and human controlled agents in platformer levels of dissimilar characteristics. For this initial study we use a variant of the well-known Super Mario Bros game. We build support vector machine models of reported believability based on gameplay and level features which are extracted from the videos. The highest performing model predicts perceived player believability of a character with an accuracy of 73.31%, on average, and implies a direct relationship between level features and player believability.
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提高玩家可信度的平台游戏关卡设计
玩家可信度通常被定义为游戏角色让观察者相信它是被人类控制的能力。代理人的行为通常被认为是角色可信度的主要贡献者。在本文中,我们将重新构建这一核心假设,转而关注游戏环境和游戏设计方面(如关卡设计)对游戏角色可信度的影响。为了研究游戏内容与可信度之间的关系,我们将基于等级的注释众包,这些注释来自观看不同特征的平台关卡中各种AI和人类控制代理的通关视频的受试者。在最初的研究中,我们使用了著名的《超级马里奥兄弟》游戏的变体。我们基于从视频中提取的游戏玩法和关卡特征构建了报告可信度的支持向量机模型。表现最好的模型预测玩家对角色的可信度的准确率平均为73.31%,这意味着关卡功能与玩家可信度之间存在直接关系。
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