Synthesizing Game Levels for Collaborative Gameplay in a Shared Virtual Environment

Author:

Liu Huimin1ORCID,Choi Minsoo1ORCID,Kao Dominic1ORCID,Mousas Christos1ORCID

Affiliation:

1. Purdue University, West Lafayette, Indiana, U.S.A.

Abstract

We developed a method to synthesize game levels that accounts for the degree of collaboration required by two players to finish a given game level. We first asked a game level designer to create playable game level chunks. Then, two artificial intelligence (AI) virtual agents driven by behavior trees played each game level chunk. We recorded the degree of collaboration required to accomplish each game level chunk by the AI virtual agents and used it to characterize each game level chunk. To synthesize a game level, we assigned to the total cost function cost terms that encode both the degree of collaboration and game level design decisions. Then, we used a Markov-chain Monte Carlo optimization method, called simulated annealing, to solve the total cost function and proposed a design for a game level. We synthesized three game levels (low, medium, and high degrees of collaboration game levels) to evaluate our implementation. We then recruited groups of participants to play the game levels to explore whether they would experience a certain degree of collaboration and validate whether the AI virtual agents provided sufficient data that described the collaborative behavior of players in each game level chunk. By collecting both in-game objective measurements and self-reported subjective ratings, we found that the three game levels indeed impacted the collaboration gameplay behavior of our participants. Moreover, by analyzing our collected data, we found moderate and strong correlations between the participants and the AI virtual agents. These results show that game developers can consider AI virtual agents as an alternative method for evaluating the degree of collaboration required to finish a game level.

Publisher

Association for Computing Machinery (ACM)

Subject

Artificial Intelligence,Human-Computer Interaction

Reference85 articles.

1. Social Capital: Prospects for a New Concept

2. Investigating the Effects of Individual Cognitive Styles on Collaborative Gameplay

3. Investigating the Impact of Annotation Interfaces on Player Performance in Distributed Multiplayer Games

4. Procedural Content Generation in the Game Industry

5. Aaron Bauer and Zoran Popović. 2012. RRT-based game level analysis, visualization, and visual refinement. In Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment. AAAI, Palo Alto, California, 811–813.

Cited by 2 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3