论文标题

个性化的游戏难度预测使用计算机

Personalized Game Difficulty Prediction Using Factorization Machines

论文作者

Kristensen, Jeppe Theiss, Guckelsberger, Christian, Burelli, Paolo, Hämäläinen, Perttu

论文摘要

对任务难度的准确和个性化的估计为优化用户体验提供了许多机会。但是,用户多样性使难度估算很难,因为来自某些用户样本的经验测量不一定会推广到其他用户。在本文中,我们为游戏水平的个性化难度估计,从内容推荐中借用方法做出了新的方法。根据观察到的尝试数量,基于观察到的尝试数量,基于观察到的尝试计数,我们可以根据观察到的未来游戏水平的尝试数量来预测难度,我们能够预测困难,这是在大型数据集中使用分数计算机(FM)。除了性能和可伸缩性外,FMS还提供了一个好处,即学习的潜在变量模型可用于研究有助于困难的玩家和游戏水平的特征。我们将方法比较了简单的非人性化基线和使用随机森林的个性化预测。我们的结果表明,FMS是一种有前途的工具,使游戏设计师既可以优化玩家的体验,又可以了解有关他们的玩家和游戏的更多信息。

The accurate and personalized estimation of task difficulty provides many opportunities for optimizing user experience. However, user diversity makes such difficulty estimation hard, in that empirical measurements from some user sample do not necessarily generalize to others. In this paper, we contribute a new approach for personalized difficulty estimation of game levels, borrowing methods from content recommendation. Using factorization machines (FM) on a large dataset from a commercial puzzle game, we are able to predict difficulty as the number of attempts a player requires to pass future game levels, based on observed attempt counts from earlier levels and levels played by others. In addition to performance and scalability, FMs offer the benefit that the learned latent variable model can be used to study the characteristics of both players and game levels that contribute to difficulty. We compare the approach to a simple non-personalized baseline and a personalized prediction using Random Forests. Our results suggest that FMs are a promising tool enabling game designers to both optimize player experience and learn more about their players and the game.

扫码加入交流群

加入微信交流群

微信交流群二维码

扫码加入学术交流群,获取更多资源