可互换的编辑器,用于创建通用的、可调整的决策树,适用于多种应用和游戏开发场景

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2024-08-08 DOI:10.1016/j.entcom.2024.100864
Rafael Garcia Barbosa, Maria Andréia Formico Rodrigues
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引用次数: 0

摘要

本文介绍了一种新颖的软件工具,该工具可作为手动构建决策树的编辑器,其特点是通用性、灵活性和适应性强,适用于各种应用和游戏开发场景。该编辑器可直接定义和修改决策树元素和数据,并可动态更新,以满足不断变化的需求和环境。该工具的一个主要特点是能够以标准化交换格式导出决策树,通过与其他计算平台(包括游戏引擎)的无缝集成,增强了互操作性。我们通过三个不同的综合用例展示了编辑器的实用性和多功能性,突出了它作为互动技术重要贡献的潜力。该工具有助于开发决策树,从而加强知情决策和战略规划,并支持个性化学习,以提高参与度和成果。
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An interchangeable editor to create generic and adaptable decision trees for versatile applications and game development scenarios

This paper introduces a novel software tool developed to serve as an editor for the manual construction of decision trees, characterized by their generic nature, flexibility, and adaptability across a wide range of applications and game development scenarios. The editor enables straightforward definition and modification of decision tree elements and data, dynamically updating to meet changing needs and contexts. A key feature of this tool is its capability to export decision trees in a standardized interchange format, enhancing interoperability by allowing seamless integration with other computational platforms, including game engines. We demonstrate the utility and versatility of our editor with three distinct and comprehensive use cases, highlighting its potential as a significant contribution to interactive technology. The tool facilitates the development of decision trees, enhancing informed decision-making and strategic planning, and supports personalized learning to improve engagement and outcomes.

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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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