Self-Refining Games using Player Analytics

被引:23
作者
Stanton, Matt [1 ]
Humberston, Ben [1 ]
Kase, Brandon [1 ]
O'Brien, James F. [2 ]
Fatahalian, Kayvon [1 ]
Treuille, Adrien [1 ]
机构
[1] Carnegie Mellon Univ, Pittsburgh, PA 15213 USA
[2] Univ Calif Berkeley, Berkeley, CA 94720 USA
来源
ACM TRANSACTIONS ON GRAPHICS | 2014年 / 33卷 / 04期
基金
美国国家科学基金会;
关键词
games; data-driven animation; player models;
D O I
10.1145/2601097.2601196
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
Data-driven simulation demands good training data drawn from a vast space of possible simulations. While fully sampling these large spaces is infeasible, we observe that in practical applications, such as gameplay, users explore only a vanishingly small subset of the dynamical state space. In this paper we present a sampling approach that takes advantage of this observation by concentrating precomputation around the states that users are most likely to encounter. We demonstrate our technique in a prototype self-refining game whose dynamics improve with play, ultimately providing realistically rendered, rich fluid dynamics in real time on a mobile device. Our results show that our analytics-driven training approach yields lower model error and fewer visual artifacts than a heuristic training strategy.
引用
收藏
页数:9
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