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Using game theory techniques and concepts to develop proprietary models for use in intelligent games.

机译:使用博弈论的技术和概念来开发用于智能游戏的专有模型。

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摘要

This work is about analyzing games as models of systems. The goal is to understand the techniques that have been used by game designers in the past, and to compare them to the study of mathematical game theory. Through the study of a system or concept a model often emerges that can effectively educate students about making intelligent decisions within that system or about that concept. The goal of this work is to develop a model called "intelligent games", using a combination of modern game design and traditional mathematical game theory. Educators and game designers can use such a model to create more complex, immersive, and reactive game environments for their players and students.;As it stands many computer games are made up of a series of disparate parts. These parts are driven entirely by the interactions of the player or players. There have been a few games that have attempted to create game worlds that were composed of parts that all interacted with one another. The former attempts have met with widely varied results. Some of the most successful attempts, including the works of Will Wright, have grown from the study of mathematical game theory. This field has created numerous techniques for developing models for a variety of systems, such as models for economic behavior, or models for ecological systems.;Though this work will be discussing a substantial range of mathematical game theory concepts, it is important to note it will not be working in the areas of Artificial Intelligence (the study and design of intelligent machines) or Artificial Life (the use of computer models, machines, or biochemistry to recreate and study the processes of life). The forms of game models selected for this work will focus on ones that are more systematic in their nature. The work will examine models of how the game world works, how the players interact with the game world, and how the players interact with one another. The work will analyze existing techniques and concepts that allow game developers to make informed decisions in their game designs.;Computer game designers translate systems and concepts into models that can be run and managed by a computer. These models can then be used by the player to experience the concepts they were built upon. Microsoft Flight Simulator uses a model for the physics of flight that allows the computer user to experience what it is like to control a plane. The standard means by which computer games are analyzed focuses heavily on the entertainment value of said game. This manner of analysis tends to create a very large filter. This means that games are summarily judged as either "fun" or;"boring." The field of game studies has begun to find numerous means by which to discuss and analyze games.;This study will analyze what is specifically useful to viewing games as models for understanding systems. Through studying games by way of this specific filter the study develops a technique for decision making regarding the implementation of models within intelligent games. The end goal is to develop a model with which one can create intelligently designed games that would educate as well as engage the players. It is often said that games are about power. If knowledge is power, then intelligent games should seek to make the players feel empowered through knowledge of the system the game models.
机译:这项工作是关于将游戏作为系统模型进行分析的。目的是了解游戏设计师过去使用的技术,并将其与数学游戏理论的研究进行比较。通过研究系统或概念,通常会出现一个模型,该模型可以有效地教育学生有关在该系统内或该概念上做出明智决策的知识。这项工作的目标是结合现代游戏设计和传统的数学游戏理论,开发一个称为“智能游戏”的模型。教育者和游戏设计师可以使用这种模型为他们的玩家和学生创建更复杂,身临其境,反应灵敏的游戏环境。就目前而言,许多计算机游戏由一系列不同的部分组成。这些部分完全由一个或多个播放器的交互驱动。有一些游戏试图创建由相互交互的部分组成的游戏世界。前者的尝试产生了各种各样的结果。一些最成功的尝试,包括威尔·赖特(Will Wright)的著作,都源于对数学博弈论的研究。该领域创造了许多技术来开发各种系统的模型,例如经济行为模型或生态系统模型;尽管这项工作将讨论大量的数学博弈论概念,但要注意这一点很重要将不会在人工智能(智能机器的研究和设计)或人工智能(使用计算机模型,机器或生物化学来重建和研究生命过程)领域工作。为此工作选择的游戏模型的形式将集中于本质上更系统的模型。这项工作将研究游戏世界如何运作,玩家如何与游戏世界互动以及玩家如何彼此互动的模型。这项工作将分析允许游戏开发人员在其游戏设计中做出明智决定的现有技术和概念。计算机游戏设计师将系统和概念转换为可以由计算机运行和管理的模型。然后,玩家可以使用这些模型来体验它们所基于的概念。 Microsoft Flight Simulator使用一种用于飞行物理的模型,该模型使计算机用户可以体验控制飞机的感觉。分析计算机游戏的标准方法主要关注所述游戏的娱乐价值。这种分析方式倾向于创建一个非常大的过滤器。这意味着游戏被简单地判断为“有趣”或“无聊”。游戏研究领域已开始找到许多讨论和分析游戏的方法。该研究将分析哪些特别有用的方法将游戏视为理解系统的模型。通过使用此特定过滤器研究游戏,本研究开发了一种有关智能游戏中模型实现的决策技术。最终目标是开发一种模型,利用该模型,人们可以创建能够教育和吸引玩家的智能设计游戏。人们常说游戏与力量有关。如果知识就是力量,那么智能游戏应该设法通过游戏模型系统的知识使玩家感到有能力。

著录项

  • 作者

    Christopher, Timothy Van.;

  • 作者单位

    The University of Texas at Dallas.;

  • 授予单位 The University of Texas at Dallas.;
  • 学科 Education Technology of.
  • 学位 Ph.D.
  • 年度 2011
  • 页码 225 p.
  • 总页数 225
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 康复医学;
  • 关键词

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