完整後設資料紀錄
DC 欄位 | 值 | 語言 |
---|---|---|
dc.contributor.author | 楊晧琮 | en_US |
dc.contributor.author | Yang, Hao-Tsung | en_US |
dc.contributor.author | 孫春在 | en_US |
dc.contributor.author | Su, nChuen-Tsai | en_US |
dc.date.accessioned | 2014-12-12T01:52:11Z | - |
dc.date.available | 2014-12-12T01:52:11Z | - |
dc.date.issued | 2010 | en_US |
dc.identifier.uri | http://140.113.39.130/cdrfb3/record/nctu/#GT079855581 | en_US |
dc.identifier.uri | http://hdl.handle.net/11536/48316 | - |
dc.description.abstract | 現今的遊戲有一大部分是建立在玩家組隊之上的遊戲,但是目前的自動組隊系統並無法建立出一個適當的平衡使得玩家隊伍能面對適當等級的挑戰,而尤以在競技類型的遊戲中最為明顯,當遊戲未達到對戰組合平衡的時候,玩家可能會感到焦慮、沮喪、甚而咒罵自己隊友、提早離開遊戲、提早投降等,進而產生不好的遊戲經驗。因此本研究針對競技遊戲的自動組隊系統當作主題,並加入一個新的方向,以玩家風格當作主軸的組隊系統以期能改善目前的組隊系統。 為了瞭解玩家的遊戲風格對於隊伍平衡的影響,本研究除了用勝負各半與否來定義平衡之外,另外也使用了「樂趣平衡」的概念,這就類似棒球Call Game的概念一樣,將一方玩家過早投降,或結束遊戲的場次定義為「樂趣不平衡」。並在這之中觀測本來的組隊系統以及考量玩家風格的組隊方式對「樂趣平衡」的影響。 本次實驗中,發現目前的組隊系統對於「樂趣平衡」並無太大的影響,但玩家風格卻確實影響到了「樂趣平衡」,其中若以隊伍整體傾向為考量的話,兩邊隊伍是以「保守且團隊」的風格越容易達到「樂趣平衡」。若以玩家個體組成為考量,則發現「自由且團隊」傾向風格的玩家與「樂趣平衡」有很大的關係,隊伍中擁有這種玩家可以減低樂趣不平衡的場次比例,相對地沒有這類型的玩家就會增加樂趣不平衡的場次比例。 | zh_TW |
dc.description.abstract | Compared with the previous, there is a lot of teamwork in digital game today. However, the automatic match-making system still cannot solve the problem of balance which makes the player matching with appropriate challenges. And it is most obvious in competition games, when the system does not make the successful team balance in a game, players might feel anxiety, depressed, blaming teammates, leaving the game early, and getting a bad game experience. Therefore, we focus on the match-making system in competition games and use player thinking style to be the key to contribute a new match-making system for solving the balance problem. To know how the player style influences balance, we consider a different concept in balance. People usually define game balance with win/lose ratio, but in this research we define balance with the game ends too early or not. If the game ends too early, it called fun-unbalanced. And we would compare the difference of influence in both systems with fun-balanced or not. In conclusion, we found original match-making system has a less influence in fun-balance but our system which considers the player style is not. And if the both team prefer to conservative and global style, then this game would more probably in fun-balanced. The other, when we focus on the team contribution we found that if the both teams have a player with freedom and global style, then this game would more probably in fun-balanced. However, in the contrary, if the both teams don’t have a player with freedom and global style, then this game would more probably in fun-unbalanced. | en_US |
dc.language.iso | zh_TW | en_US |
dc.subject | 自動化組隊 | zh_TW |
dc.subject | 數位遊戲 | zh_TW |
dc.subject | 玩家風格 | zh_TW |
dc.subject | 遊戲平衡 | zh_TW |
dc.subject | Match-Making | en_US |
dc.subject | Digital Game | en_US |
dc.subject | Player-Style | en_US |
dc.subject | Game-Balanced | en_US |
dc.title | 以玩家風格為基礎的遊戲自動化組隊系統 | zh_TW |
dc.title | A Player Style-Based Automatic Match-Making System for Games | en_US |
dc.type | Thesis | en_US |
dc.contributor.department | 資訊科學與工程研究所 | zh_TW |
顯示於類別: | 畢業論文 |