用非参数统计方法生成更真实、可调控的游戏中角色路径。
Path Generation and Evaluation in Video Games: A Nonparametric Statistical Approach
- 结合时序统计与空间依赖建模,生成自然路径
- 支持用户调节人味程度,路径多样性可控
- 无需深度学习,结果可解释,适合游戏设计者
导航路径在游戏设计中至关重要,既影响玩家体验,也用于优化非玩家角色行为。现有深度学习模型虽先进,但因训练复杂、不可解释,难被游戏行业采纳。本文提出一种基于非参数统计的新路径生成与评估方法:利用无模型时序变换捕捉路径统计特征,通过联合分布模型(copula)建模空间依赖关系。路径评估采用三样本非参数假设检验,判断生成路径是否过拟合或欠拟合原始数据。在两个现有游戏基准上的实证分析表明,该方法能精确生成多样化、可控的人类风格路径。特别地,其生成器可通过用户调节参数,实现不同人类相似度的路径输出。代码已开源:https://github.com/daniel-campa/mf-copula。
原文摘要 · Abstract (English)
Navigation path traces play a crucial role in video game design, serving as a vital resource for both enhancing player engagement and fine-tuning non-playable character behavior. Generating such paths with human-like realism can enrich the overall gaming experience, and evaluating path traces can provide game designers insights into player interactions. Despite the impressive recent advancements in deep learning-based generative modeling, the video game industry hesitates to adopt such models for path generation, often citing their complex training requirements and interpretability challenges. To address these problems, we propose a novel path generation and evaluation approach that is grounded in principled nonparametric statistics and provides precise control while offering interpretable insights. Our path generation method fuses two statistical techniques: (1) nonparametric model-free transformations that capture statistical characteristics of path traces through time; and (2) copula models that capture statistical dependencies in space. For path evaluation, we adapt a nonparametric three-sample hypothesis test designed to determine if the generated paths are overfit (mimicking the original data too closely) or underfit (diverging too far from it). We demonstrate the precision and reliability of our proposed methods with empirical analysis on two existing gaming benchmarks to showcase controlled generation of diverse navigation paths. Notably, our novel path generator can be fine-tuned with user controllable parameters to create navigation paths that exhibit varying levels of human-likeness in contrast to those produced by neural network-based agents. The code is available at https://github.com/daniel-campa/mf-copula.
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