This paper introduces SuSketch, a design tool for first person shooter levels. SuSketch provides the designer with gameplay predictions for two competing players of specific character classes. The interface allows the designer to work side-by-side with an artificially intelligent creator and to receive varied types of feedback such as path information, predicted balance between players in a complete playthrough, or a predicted heatmap of the locations of player deaths. The system also proactively designs alternatives to the level and class pairing, and presents them to the designer as suggestions that improve the predicted balance of the game. SuSketch offers a new way of integrating machine learning into mixed-initiative co-creation tools, as a surrogate of human play trained on a large corpus of artificial playtraces. A user study with 16 game developers indicated that the tool was easy to use, but also highlighted a need to make SuSketch more accessible and more explainable.
翻译:本文介绍Sutsketch, 这是第一人射击等级的设计工具。 Susketch 向设计者提供了两个特定字符类竞合玩家的游戏游戏预测。 界面允许设计者与一个人工智能创作者并肩工作,并接收各种反馈, 如路径信息、 完整播放中玩家之间的预测平衡, 或者播放器死亡地点的预测热图。 系统还积极主动地设计级别和班级配对的替代方法, 并把它们作为改善游戏预测平衡的建议提交给设计者。 Susketch 提供了一种将机器学习纳入混合活动共创工具的新方法, 作为在大型人工玩耍场上培训的人类游戏的替代工具。 与16个游戏开发者进行的一项用户研究表明该工具易于使用, 但也强调需要让Susketch更方便和更便于解释。