Modular Computational Critics for Games

Modular Computational Critics for Games
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游戏的模块化计算批评

DOI:
10.1609/aiide.v9i1.12669
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发表时间:
2013
期刊:
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
影响因子:
--
通讯作者:
Michael Mateas
Michael Mateas
中科院分区:
--
文献类型:
--
作者:
J. Osborn;April Grow;Michael Mateas

文献摘要

被引文献

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正式的游戏建模工具可以支持游戏规则的自动分析和快速的自动游戏测试,但并未得到广泛使用。此外,现有的游戏设计支持工具通常仅限于非常特定的游戏类别,需要大量的编程专业知识才能使用或定制,或者是全自动工具,人类设计师的能力有限。因此,我们提出了一个用于编写计算游戏设计评论家的框架和一种基于棋盘游戏规则惯例的新游戏定义语言(Gamelan)。我们展示了这些批评家如何在唐纳德·X·瓦卡里诺(Donald X. Vaccarino)颇具影响力的纸牌游戏《Dominion》的开发过程中发现具体的、经过证实的设计问题。我们还说明了这种方法对其他集换式纸牌游戏、轮流游戏和一般游戏的扩展。
Formal game modeling tools could support the automated analysis of game rules and rapid automated play-testing, but are not widely used. Furthermore, existing game design support tools are often limited to very specific classes of game, require significant programming expertise to use or customize, or are fully-automatic tools with limited affordances for human designers. We therefore propose a framework for authoring computational game design critics and a new game definition language (Gamelan) grounded in the conventions of board game rules. We show how a set of these critics could have detected specific, attested design problems in the development of Donald X. Vaccarino's influential card game Dominion. We also illustrate an extension of this approach to other collectible card games, turn-taking games, and games in general.