优化玩家表现和粘性的斐波那契水平调整

Faiz Hilmawan Masyfa, H. Tolle, Tibyani Tibyani, P. Hartono
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引用次数: 0

摘要

玩家在电脑游戏中的粘性强度受到游戏难度的影响。传统的游戏关卡情节采用线性增长,有时与用户的技能增长不匹配,导致玩家感到无聊,阻碍了用户进一步的技能增长。在这项研究中,基于斐波那契数列提出了一个非线性关卡调整方案,该方案在游戏的早期阶段逐渐增加,但在后期阶段会有更剧烈的变化。在这里,游戏的难度等级是由机器学习方法自动决定的。为了验证本文提出的方法,对传统情节、自选情节、线性自适应情节和非线性自适应情节四种电脑游戏中的关卡调整进行了比较。该实验由40名测试者进行。实验结果表明,所提出的非线性调整的最佳球员的峰值水平是线性调整的两倍。此外,在提议的场景下,达到峰值所需的阶段数量是线性游戏的一半。这种高水平的游戏表现与深度的游戏粘性密切相关。实验结果证明了该算法的有效性。
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Fibonacci Level Adjustment for Optimizing Player's Performance and Engagement
Players’ engagement intensity in computer games is influenced by the level of difficulty the game offers. Traditional game-level plots adopt linear increases that sometimes do not match the users’ skill growth, causing boredom and hampering the users’ further skill growth. In this study, a nonlinear level adjustment scenario was proposed based on the Fibonacci sequence that provides gradual increases in the early stages of the games but more drastic changes in later phases. Here, the game’s difficulty level was automatically decided by a machine learning method. To test the proposed method, comparisons between four level adjustments in computer games: traditional plots, self-selected plots, linear adaptive plots, and the proposed nonlinear adaptive plots were run. The experiment was carried out with 40 testers. The experiment results show that the best player’s peak level in the proposed nonlinear adjustment was twice as high as that of linear adjustment. Also, the number of stages required to reach the peak under the proposed scenario was half that of linear games. This high playing performance goes hand in hand with deep playing engagement. The results demonstrate the efficiency of the proposed level adjustment algorithm.
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