在RTS游戏中基于运行时动态难度衡量玩家体验

Johan Hagelbäck, S. Johansson
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引用次数: 36

摘要

玩家是否觉得获胜比比赛更有趣?我们研究了许多玩家在RTS游戏中与不同类型的电脑对手对抗后的表达。有两个静态的电脑对手,一个很容易被打败,一个很难被打败,还有三个动态的电脑对手,它们根据玩家的情况调整自己的力量。后三种游戏中有一种会在游戏结束时故意降低自己的表现,让玩家更容易获胜。我们的研究结果表明,玩家发现在一款能够适应自己表现的游戏中对抗对手比在一款具有静态难度的游戏中对抗对手更有趣。结果还显示,当电脑玩家为了让玩家获胜而放弃自己的表现时,他们是所有对手中最不愉快的。
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Measuring player experience on runtime dynamic difficulty scaling in an RTS game
Do players find it more enjoyable to win, than to play even matches? We have made a study of what a number of players expressed after playing against computer opponents of different kinds in an RTS game. There were two static computer opponents, one that was easily beaten, and one that was hard to beat, and three dynamic ones that adapted their strength to that of the player. One of these three latter ones intentionally drops its performance in the end of the game to make it easy for the player to win. Our results indicate that the players found it more enjoyable to play an even game against an opponent that adapts to the performance of the player, than playing against an opponent with static difficulty. The results also show that when the computer player that dropped its performance to let the player win was the least enjoyable opponent of them all.
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