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Finding appropriate settings for fairness and engagement in a newly designed game through self-playing AI program: A case study using Japanese crossword game 'MyoGo Renju’
Entertainment Computing ( IF 2.8 ) Pub Date : 2020-02-20 , DOI: 10.1016/j.entcom.2020.100358
Liu Xinyue , Fu Luping , Mohd Nor Akmal Khalid , Hiroyuki Iida

This paper explores an innovative way to find the comfortable settings of a newly designed game under development using a computer program. A Japanese crossword game ‘MyoGo Renju’ has been chosen as a benchmark for this research, whereas some important aspects such as fairness and engagement are evaluated to find the most optimum settings for the player. The game ‘MyoGo Renju’ can be played by Japanese language learners with competitive purposes as well as educational purposes. An artificial intelligence program of the ‘MyoGo Renju’ has been developed and various parameters had been evaluated such as board size, word length, bonus point rule, block system, weighted score system, and round mode. The experiment is performed using self-playing Myogo AI where some interesting results have been demonstrated where the 5 × 5 board with the minimum word length of 3-g, 3 number of blocks, and 15 Hiragana characters chosen in a single round is expected to provide the best-expected fairness and engagement to the overall game experiences. The limitations and future works of the research are also discussed.



中文翻译:

通过自玩AI程序为新设计的游戏找到合适的公平性和参与性:使用日本填字游戏“ MyoGo Renju”的案例研究

本文探索了一种创新方法,可以使用计算机程序为正在开发的新设计游戏找到舒适的设置。日本填字游戏“ MyoGo Renju”已被选作该研究的基准,而一些重要方面(例如公平性和参与性)也经过评估,以为玩家找到最佳设置。日语学习者可以出于竞争目的和教育目的玩游戏“ MyoGo Renju”。已经开发了“ MyoGo Renju”的人工智能程序,并评估了各种参数,例如棋盘大小,单词长度,加分点规则,分块系统,加权得分系统和舍入模式。该实验是使用自我播放的Myogo AI进行的,其中一些有趣的结果已经展示出来,其中5 × 希望在单轮游戏中选择最少5个单词长度为3-g的棋盘,3个块数和15个平假名字符,以提供最佳的公平性和整体游戏体验的参与度。还讨论了研究的局限性和未来的工作。

更新日期:2020-02-20
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