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Soft computing for content generation: Trading market in a basketball management video game

机译:用于内容生成的软计算:篮球管理视频游戏中的交易市场

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Although procedural and assisted content generation have attracted a lot of attention in both academic and industrial research in video games, there are few cases in the literature in which they have been applied to sport management games. The on-line variants of these games produce a lot of information concerning how the users interact with each other in the game. This contribution presents the application of soft computing techniques in the context of content generation for an on-line massive basketball management simulation game (in particular in the virtual trading market of the game). This application is developed in two different directions: (1) a machine learning model to analyze the appeal of the trading market contents (the virtual basketball players in the game), and (2) an evolutionary algorithm to assist users in the design of new contents (training of virtual basketball players).
机译:尽管程序和辅助内容的生成在视频游戏的学术研究和工业研究中都引起了很多关注,但是在文献中很少有将它们应用于运动管理游戏的情况。这些游戏的在线变体产生了大量有关用户如何在游戏中进行交互的信息。此贡献介绍了在线大规模篮球管理模拟游戏(尤其是在游戏的虚拟交易市场中)在内容生成的上下文中软计算技术的应用。该应用程序在两个不同的方向上进行开发:(1)一种机器学习模型,用于分析交易市场内容(游戏中的虚拟篮球运动员)的吸引力;(2)一种进化算法,可帮助用户设计新产品。内容(对虚拟篮球运动员的训练)。

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