皮卡丘在哪里:定位游戏的路线优化

T. Tregel, P. Müller, S. Göbel, R. Steinmetz
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引用次数: 9

摘要

随着基于地理位置的游戏的突然流行,对帮助玩家优化性能的工具的需求也在增加。一个主要方面是分析和规划路线,为给定玩家提供大量理想的游戏地点。然而,由于游戏中可用位置的数量和现实世界旅行的相关时间限制,个性化路线无法手工创建。本文提出了一种基于以往比赛数据动态创建个性化路线的系统。这些路线可以根据他们的时间和地点以及玩家想要的游戏目标进行完全定制,允许他们专门针对他们最喜欢的物种或最大化访问地点的数量。该系统使用柏林的数据集进行评估,该数据集包含超过30,000个不同的地点,这些地点具有不同的相关游戏行为。关于系统的性能,它被设计为移动设备上的辅助系统,以确保其在基于位置的游戏环境中的适用性。
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Where's Pikachu: Route Optimization in Location-Based Games
Along with the sudden rise in popularity of location-based games, the demand for tools to assist players in performance optimization increased. One major aspect lies within the analysis and planning of routes that contain a high amount of desirable game locations for the given player. However, personalized routes cannot be created by hand due to the amount of available in-game locations and the associated time constraints for real-world travel. This paper presents a system to dynamically create personalized route for players, based upon previous game data. These routes can be fully customized with regards to their time and location as well as the player's desired in-game goal, allowing them to e.g. specifically target their favourite species or maximize the amount of visited locations. The system is evaluated using a dataset of Berlin containing over 30.000 distinct locations with different associated in-game behaviour. Regarding the system's performance it is designed to work as an assistance system on a mobile device to assure its applicability in the context of location-based games.
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