论文标题

众包控制器 - 在多人游戏中利用可靠的代理

Crowdsourcing Controller -- Utilizing Reliable Agents in a Multiplayer Game

论文作者

Lesniak, Kacper Kenji, Maistro, Maria

论文摘要

本文提出了一种用于连续众包的新用例,其中多个玩家在视频游戏中共同控制一个角色。已经提出了类似的方法,但是它们受到了某些局限性:(1)他们只是考虑静态时间框架来分组来自多个玩家的实时输入; (2)然后,他们以简单的多数投票(即,每个玩家都均匀加权。我们提出了配备我们众包控制器的连续众包多人游戏。众包控制器解决了上述限制:(1)我们动态的输入框架方法组通过动态调整框架长度来实时输入播放器的输入; (2)我们的连续可靠性系统通过为玩家分配一个可靠性得分来估算玩家的技能,后来在加权多数投票中使用,以汇总最终输出命令。我们通过模拟玩家和在线与真正的玩家在线评估了众包控制器。离线和在线实验表明,我们的众包控制器的两个组件都可以提高游戏成绩,即更长的比赛时间。此外,众包控制器能够正确估计和更新玩家的可靠性分数。

This paper presents a new use case for continuous crowdsourcing, where multiple players collectively control a single character in a video game. Similar approaches have already been proposed, but they suffer from certain limitations: (1) they simply consider static time frames to group real-time inputs from multiple players; (2) then they aggregate inputs with simple majority vote, i.e., each player is uniformly weighted. We present a continuous crowdsourcing multiplayer game equipped with our Crowdsourcing Controller. The Crowdsourcing Controller addresses the above-mentioned limitations: (1) our Dynamic Input Frame approach groups incoming players' input in real-time by dynamically adjusting the frame length; (2) our Continuous Reliability System estimates players' skills by assigning them a reliability score, which is later used in a weighted majority vote to aggregate the final output command. We evaluated our Crowdsourcing Controller offline with simulated players and online with real players. Offline and online experiments show that both components of our Crowdsourcing Controller lead to higher game scores, i.e., longer playing time. Moreover, the Crowdsourcing Controller is able to correctly estimate and update players' reliability scores.

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