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研究生: 周杰仕
CHIEH-SHIH CHOU
論文名稱: 利用多樣化風格與動態難度調整產生精彩遊戲過程
Leveraging Diverse Play-styles and Dynamic Difficulty Adjustment for Entertaining Gameplay Generation
指導教授: 戴文凱
Wen-Kai Tai
口試委員: 范欽雄
Chin-Shyurng Fahn
王學武
Xue-Wu Wang
學位類別: 碩士
Master
系所名稱: 電資學院 - 資訊工程系
Department of Computer Science and Information Engineering
論文出版年: 2022
畢業學年度: 110
語文別: 英文
論文頁數: 39
中文關鍵詞: 程序化遊戲過程生成蒙地卡羅樹搜尋遊戲風格動態難度調整格鬥遊戲
外文關鍵詞: Procedural Play Generation, Monte-Carlo tree search, Play-style, Dynamic Difficulty Adjustment, Fighting Games, FightingICE
相關次數: 點閱:318下載:5
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隨著觀看線上遊戲直播的人越來越多,觀眾的觀看體驗也受到研究人
員的重視,這個新的研究領域叫做程序化遊戲過程生成。他的研究目標是
利用AI 產生遊戲過程,使用推薦系統推薦給用有不同喜好的觀眾。在本
論文中,以格鬥遊戲為例,我們提出一種方法產生精彩的遊戲過程,透過
結合多樣化遊戲風格和動態難度調整,設計出期望的遊戲過程。我們使用
MCTS 達成不同的遊戲風格,同時為了解決MCTS 強度不足的問題,我
們借助2021 年FightingICE 冠軍AI 的幫助。此外,就我們所知,我們
是第一個使用動作分布來表示不同的遊戲風格,使得可以更方便地結合新
的遊戲風格。最後,我們提出六種指標,分別是動作模式、累計血量差距
的變異數、連續擊中的中段次數、移動距離、來回領先次數和擊中次數來
評斷遊戲過程的精采程度,並探討各指標的重要性與對” 精彩” 的影響程
度。最後,我們邀請了49 位受測者參與我們的問券調查,結果顯示在大
部分的情境中,我們AI 產生的遊戲過程,相較其他AI 產生的遊戲過程,
我們的較為精彩。


With the growing popularity of watching game streaming, the viewer
engagement has been getting attention from researchers, which is a new
field called procedural play generation (PPG). The goal of this applica-
tion is to generate gameplays by AIs and recommend those gameplays to
viewers. We propose a method in that it combines diverse play-styles and
dynamic difficulty adjustment for entertaining gameplay generation using
fighting games as a case study. In this study, we use MCTS to perform
different play-styles. However, since achieving different play-styles with-
out sacrificing the competence of AI is not trivial, we maintain the strength
of MCTS by exploiting the AI of 2021 championship of FightingICE. Fur-
thermore, we use action distribution to represent distinct play-styles for
better mixing of play-styles for further complex design. Finally, we pro-
pose six indicators, which are ”Action Pattern”, ”Variance of Accumulated
HP Difference”, ”Combo Interruption Times”, ”Moving Distance”, ”Lead
Change” and ”Hits”, to access the entertaining level of fighting games and
analyze their relative importance. We also conduct a user study with 49
participants in total, and in most cases they agree with that the gameplays
generated by our proposed AI are more entertaining.

Abstract in Chinese . . . . . . . . . . . . . . . . . . . . . . . . . . i Abstract in English . . . . . . . . . . . . . . . . . . . . . . . . . . ii Acknowledgements . . . . . . . . . . . . . . . . . . . . . . . . . . iii Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . vi List of Figures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . vii List of Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1.1 Background and Motivation . . . . . . . . . . . . . . . . 1 1.2 Research Goals . . . . . . . . . . . . . . . . . . . . . . . 1 1.3 Overview of Our Method . . . . . . . . . . . . . . . . . . 2 1.4 Contributions . . . . . . . . . . . . . . . . . . . . . . . . 3 2 Related Work . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 2.1 Diverse play-styles . . . . . . . . . . . . . . . . . . . . . 4 2.2 Dynamic difficulty adjustment . . . . . . . . . . . . . . . 5 2.3 Entertaining gameplay generation . . . . . . . . . . . . . 6 3 Our Proposed Method . . . . . . . . . . . . . . . . . . . . . . . 8 3.1 Diverse play-styles . . . . . . . . . . . . . . . . . . . . . 8 3.1.1 Attack . . . . . . . . . . . . . . . . . . . . . . . . 8 3.1.2 Guard . . . . . . . . . . . . . . . . . . . . . . . . 9 3.1.3 Store . . . . . . . . . . . . . . . . . . . . . . . . 9 3.1.4 Waste . . . . . . . . . . . . . . . . . . . . . . . . 10 3.2 Dynamic difficulty adjustment . . . . . . . . . . . . . . . 10 3.3 Entertaining gameplay generation . . . . . . . . . . . . . 11 4 Experimental Results and Discussion . . . . . . . . . . . . . . . 14 4.1 FightingICE . . . . . . . . . . . . . . . . . . . . . . . . . 14 4.2 Experimental AIs . . . . . . . . . . . . . . . . . . . . . . 15 4.3 User Study . . . . . . . . . . . . . . . . . . . . . . . . . 16 4.3.1 Preparation . . . . . . . . . . . . . . . . . . . . . 16 4.3.2 Comparisons Analysis . . . . . . . . . . . . . . . 19 5 Conclusions and Future Work . . . . . . . . . . . . . . . . . . . 26 5.1 Conclusions . . . . . . . . . . . . . . . . . . . . . . . . . 26 5.2 Future Work . . . . . . . . . . . . . . . . . . . . . . . . . 27 References . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28

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