2008年9月28日 星期日

Player modelling

其實想講的也不是跟研究很有關係
只是昨天讀到一篇paper覺得很有趣
感覺作者都在婊人

Interactive Storytelling: A Player Modelling Approach
authors: David Thue and Vadim Bulitko and Marcia Spetch and EricWasylishen

這篇關於player modelling的方法

說透過一個會自動evaluation系統(PaSSAGE)

計算出player的playing style

來對往後的故事情節作改變, 以迎合player的playing style


在related work方面, 作者列舉了兩個別人系統中的model方法
1. Peinado and Gervas的 Case-based reasoning system
這個系統是說一開始就要PLAYER去確認你要走哪一種類型
然後在該類型中亦有供其中一個PLAYER去寫一些rule來主導故事的主線

介紹完這個系統後, 作者就補上一句
"Unfortunately, players were
required to directly identify themselves as preferring one of
Laws’ player types; no player modelling was performed."

2. Mateas和Stern 的 Facade, 一個具有事件選擇機制的Dramatic storytelling
主要是表現劇情性的, PLAYER在聽到NPC對話後, 可對一些物件進行限定的動作
和對兩名NPC進行三種肢體接觸
而且可以進行natural language的輸入來影響劇情
然後, 因為主要是根據PLAYER所作的行為來發動下一個適合的情節
沒有針對PLAYER的習性作歸納的動作, 故作者最後又說:
as no model of player preferences or play style is maintained.

3. Seif El-Nasr 2002時延申Mateas和Stern的相關研究,
開發一個叫Mirage的dramatic storytelling系統
Mirage裏也有用player modelling
作者說最這篇跟他的系統主要最大不一樣的是
Mirage的player modelling主要是根據玩家的性格來分類,
如英雄主義, 自顧自的, 或膽小的人
目的是要做出吸引的DRAMA
而作者PaSsAGE中的player modelling則是根據玩家的playing style來分類
如戰士, 演員等以職業來分的
目的是要更有entertainment

雖然不知道這樣是怎麼讓INTERACTIVE所謂的更賦entertainment

只是覺得作者很好有趣, 一直強調人家沒有player modelling
還用上unfortunately這字眼...

OH....這是讀paper的樂趣嗎?

2008年9月4日 星期四

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