Handbook of Digital Games

Handbook of Digital Games
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数字游戏手册

DOI:
10.1002/9781118796443.ch1
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发表时间:
2014
期刊:
--
影响因子:
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通讯作者:
Browne C
Browne C
中科院分区:
--
文献类型:
--
作者:
Browne C

文献摘要

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本章探讨了自动生成定制游戏内容的方法,以及适合个人玩家的游戏本身,以改善他们的游戏体验或达到预期效果。它确定了游戏过程的三个主要方面:新内容和规则集的生成,内容和玩家的测量,以及游戏的适应性以改变玩家体验。作者最近和正在进行的研究的概述。本章描述了自适应游戏内容生成的总体方法。它提供了案例研究,展示了作者对各种游戏类型的想法,包括3D动作游戏,街机游戏,平台游戏,棋盘游戏,谜题和开放世界游戏。本章讨论了经验教训,遇到的困难,以及自适应游戏技术产生下一代游戏和刺激计算创造力研究的巨大潜力。最后,得出结论,通过自适应游戏设计的个性化游戏的前景。
This chapter explores methods for automatically generating bespoke game content, and games themselves, adapted to individual players to improve their playing experience or achieve a desired effect. It identifies three main aspects of the gaming process: generation of new content and rule sets, measurement of this content and the player, and adaptation of the game to change player experience. An overview of the author's recent and ongoing research is presented. The chapter describes an overall methodology for content generation for adaptive games. It provides case studies that demonstrate the author's ideas over a variety of game types, including 3D action games, arcade games, platformers, board games, puzzles, and open‐world games. The chapter talks about the lessons learned, difficulties encountered, and huge potential for adaptive game technology to produce next‐generation games and stimulate research in computational creativity. Finally, it draws conclusions about prospects for personalized gaming through adaptive game design.