Game Design Meets Machine Learning
Note: This documentation is still under construction. There will be links that go more in depth.
Measurement Of Fun And Its Relation To Engagement
| Measurement Of Fun | Relationship To Engagement |
|---|---|
| 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. |
| Quest Completion | The more the player is engaged, the more the player spends time on completing quests. |
| Number Of Online Players In A Server | It is related To players’ individual session length, where more players overlap means very high session length per player. |
What’s Your Goal?
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Goal Maximization -> Use “measurement of fun” metrics as rewards and combine it with reinforcement learning models.
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Prediction -> Use regression and classification models.
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Best Middle Values -> Use clustering models.
Model Calculation Speed Vs The Game Engine
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Per Frame (Physics / Render) -> Model must be fast. Ideally use single datapoints or online models here.
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Per Interval -> Model calculation time must not exceed the interval. Ideally use mini-batch training here.
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Per Session End -> Batch training is allowed.
Game Environment Data Is Far More Cleaner Than Real World Data
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Noise usually comes from overlapping interactions.
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Your model’s global optimum might be a real global optimum.
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Game environment states are just a series of physics calculations. Your model may accidentally associate certain things with certain states!
Intepreting Local And Global Optima In Game Design
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Local Optima -> The best solution for anything related to the current game session.
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Global Optima -> The best solution for all game sessions.