期刊
ENTERTAINMENT COMPUTING
卷 3, 期 3, 页码 71-79出版社
ELSEVIER SCI LTD
DOI: 10.1016/j.entcom.2011.12.001
关键词
Video game AI; Player behavioural modelling; Adaptive behaviour
类别
资金
- Agentschap.nl
- SIA RAAK Project Smart Systems for Smart Services
Player behavioural modelling has grown from a means to improve the playing strength of computer programs that play classic games (e.g., chess), to a means for impacting the player experience and satisfaction in video games, as well as in cross-domain applications such as interactive storytelling. In this context, player behavioural modelling is concerned with two goals, namely (1) providing an interesting or effective game AI on the basis of player models and (2) creating a basis for game developers to personalise gameplay as a whole, and creating new user-driven game mechanics. In this article, we provide an overview of player behavioural modelling for video games by detailing four distinct approaches, namely (1) modelling player actions, (2) modelling player tactics, (3) modelling player strategies, and (4) player profiling. We conclude the article with an analysis on the applicability of the approaches for the domain of video games. (C) 2011 International Federation for Information Processing Published by Elsevier B.V. All rights reserved.
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