Game Design Meets Machine Learning

Note: This documentation is still under construction. There will be links that go more in depth.

  • Measurement Of Fun

    • Session Length -> The more the player is engaged, the longer the player stays.

    • Map Coverage -> The more the player is engaged, the more the player explores.

    • Variety Of Items Collected -> The more the player is engaged, the more the player collect different items.

    • Amount Of Resources Spent -> The more the player is engaged, the more the player spends on resources.

  • Intepreting Local And Global Optima In Game Design

    • Local Optima -> The best solution for anyting related to the current game session.

    • Global Optima -> The best solution for all game sessions.

  • What’s Your Goal?

    • Reward Maximization -> Use “measurement of fun” metrics as rewards and combine it with reinforcement learning models.

    • Prediction -> Use regression and classification models.

    • Best Middle Values -> Use clustering models.

  • Game Environment Data Is Far More Cleaner Than Real World Data

    • Noise usually comes from overlapping interactions.

    • Your model’s global optimum might be a real global optimum.

    • Game environment states are just a series of physics calculations. Your model may accidentally associate certain things with certain states!

  • Model Calculation Speed Vs The Game Engine

    • Per Frame (Physics/Render) -> Model must be fast. Ideally use single datapoints or online models here.

    • Per Interval -> Model calculation time must not exceed the interval. Ideally use mini-batch data here.