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DC Field | Value | Language |
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dc.contributor.author | Karavolos, Daniel | - |
dc.contributor.author | Liapis, Antonios | - |
dc.contributor.author | Yannakakis, Georgios N. | - |
dc.date.accessioned | 2018-05-02T12:43:15Z | - |
dc.date.available | 2018-05-02T12:43:15Z | - |
dc.date.issued | 2017 | - |
dc.identifier.citation | Karavolos, D., Liapis, A., & Yannakakis, G. (2017). Learning the patterns of balance in a multi-player shooter game. 12th International Conference on the Foundations of Digital Games, Cape Cod. 1-10. | en_GB |
dc.identifier.uri | https://www.um.edu.mt/library/oar//handle/123456789/29692 | - |
dc.description.abstract | A particular challenge of the game design process is when the designer is requested to orchestrate dissimilar elements of games such as visuals, audio, narrative and rules to achieve a specic play experience. Within the domain of adversarial rst person shooter games, for instance, a designer must be able to comprehend the dierences between the weapons available in the game, and appropriately cra a game level to take advantage of strengths and weaknesses of those weapons. As an initial study towards computationally orchestrating dissimilar content generators in games, this paper presents a computational model which can classify a matchup of a team-based shooter game as balanced or as favoring one or the other team. e computational model uses convolutional neural networks to learn how game balance is aected by the level, represented as an image, and each team’s weapon parameters. e model was trained on a corpus of over 50,000 simulated games with articial agents on a diverse set of levels created by 39 dierent generators. e results show that the fusion of levels, when processed by a convolutional neural network, and weapon parameters yields an accuracy far above the baseline but also improves accuracy compared to articial neural networks or models which use partial information, such as only the weapon or only the level as input. | en_GB |
dc.language.iso | en | en_GB |
dc.publisher | Association for Computing Machinery | en_GB |
dc.rights | info:eu-repo/semantics/openAccess | en_GB |
dc.subject | Supervised learning (Machine learning) | en_GB |
dc.subject | Computer games -- Design and construction | en_GB |
dc.subject | Neural networks (Computer science) | en_GB |
dc.title | Learning the patterns of balance in a multi-player shooter game | en_GB |
dc.type | conferenceObject | en_GB |
dc.rights.holder | The copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holder | en_GB |
dc.bibliographicCitation.conferencename | 12th International Conference on the Foundations of Digital Games | en_GB |
dc.bibliographicCitation.conferenceplace | Cape Cod, United States, 14-17/08/2017 | en_GB |
dc.description.reviewed | peer-reviewed | en_GB |
dc.identifier.doi | 10.1145/3102071.3110568 | - |
Appears in Collections: | Scholarly Works - InsDG |
Files in This Item:
File | Description | Size | Format | |
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Learning_the_patterns_of_balance_in_a_multi-player_shooter_game.pdf | 1.86 MB | Adobe PDF | View/Open |
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