Historically - University of Central Arkansas · 09/01/2013 · Zombies Zombie Charger: Undeath...
Transcript of Historically - University of Central Arkansas · 09/01/2013 · Zombies Zombie Charger: Undeath...
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Historically
Relatively Simple Relatively little competition Relatively cheap to produce Relatively small market
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Modern Day
Relatively complicated Relatively high competition Relatively expensive to produce Relatively large market
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Same Basic Idea
Complete in-game tasks Gain more power Complete harder tasks more quickly
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Old Paradigm
Costs are upfront. Profit comes later. Short lifespan.
Development Game (Cheap to manufacture)
$$ $$
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New Paradigm
Upfront costs. Maintenance costs.
Pay to play Pay for additional content Pay to win
Development Game $$
$$ $$
$$
$$
Need people to keep playing!
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Keeping the game interesting: Build Diversity
Many player options Many choices Often no clear “best” choice
Start End Start Many
different user experiences
vs
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Build Diversity in action role-playing games
Player Choices Character classes Items Skills Spells Abilities Dungeon level
Examples Dragon Slayer Zelda Secret of Mana Torchlight League of Legends Diablo
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Build Diversity in action role-playing games
Key Assumption Players will choose the most efficient path
Goal All paths will be equally efficient
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Build Diversity in action role-playing games
Minimize: Differences in efficiency Subject to: Varying character classes Varying character skills Varying character spells Varying character abilities
Note that character advancement (experience, items, dungeon level) are not part of this problem
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Example: Diablo III
A recent action role-playing games Pay-to-win Characters advance through:
Experience Items
Key Player Choice: Skills 6 per game 100 options
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Example: a Diablo III model for attack skills
Define the following: 𝒫 is the set of primary attack skills 𝒮 is the set of secondary attack skills 𝑇(𝑝, 𝑠): 𝒫 × 𝒮 → 0,∞ is the amount of time it takes to destroy a pack of enemies using primary attack skill 𝑝 and secondary attack skill 𝑠. 𝐴 𝑝, 𝑠 :𝒫 × 𝒮 → 0,∞ is the actual amount of time it takes including deaths 𝐾 𝑝, 𝑠 : 𝒫 × 𝒮 → 0,1 is a factor characterizing time lost due to kiting. 𝐷 𝑝, 𝑠 : 𝒫 × 𝒮 → 0,1 is a factor characterizing chance of death. 𝑈 𝑝, 𝑠 :𝒫 × 𝒮 → 0,1 is the percentage of time that 𝑠 can be used. 𝑆 𝑥 :𝒫 × 𝒮 → 0,∞ is a factor characterizing splash damage. 𝑋 𝑥 :𝒫 × 𝒮 → 0,∞ is the damage of a skill. 𝑑 ∈ 0,∞ is the amount of time lost when dying 𝑡 ∈ 0,∞ is the target time to destroy a pack of enemies. ℎ ∈ 0,∞ is the amount of hit points a typical pack of enemies has.
𝑇 𝑝, 𝑠 ⋅ 𝐾(𝑝, 𝑠) ⋅ 𝑋 𝑝 ⋅ 𝑈 𝑝, 𝑠 ⋅ 𝑆 𝑝 + 𝑋 𝑠 ⋅ 1 − 𝑈 𝑝, 𝑠 ⋅ 𝑆 𝑠 = ℎ
𝐴 𝑝, 𝑠 = 𝑇 𝑝, 𝑠 + 𝑑 ⋅ 𝐷(𝑝, 𝑠)
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Example: a Diablo III model for attack skills
Minimize
𝐴 𝑝, 𝑠 − 𝑡 2
𝒫×𝒮
Subject to
𝑇 𝑝, 𝑠 ⋅ 𝐾 𝑝, 𝑠 ⋅ 𝑋 𝑝 ⋅ 𝑈 𝑝, 𝑠 ⋅ 𝑆 𝑝 + 𝑋 𝑠 ⋅ 1 − 𝑈 𝑝, 𝑠 ⋅ 𝑆 𝑠 = ℎ
𝐴 𝑝, 𝑠 = 𝑇 𝑝, 𝑠 + 𝑑 ⋅ 𝐷(𝑝, 𝑠) for every 𝑝 ∈ 𝒫 and 𝑠 ∈ 𝒮. Variables: 𝐴, 𝑇, 𝐷 Parameters: 𝐾,𝑈, 𝑆, ℎ, 𝑑 A small problem: approximately 600 variables and constraints.
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Example: Comparing damage to skill usage
0%
100%
200%
300%
400%
500%
600%
700%
800%
ZombieCharger:ZombieBears
ZombieCharger:Explosive
Beast
ZombieCharger:LeperousZombie
ZombieCharger:Wave ofZombies
ZombieCharger:Undeath
AcidCloud:
Acid Rain
AcidCloud:
Slow Burn
AcidCloud: Lob
BlobBomb
AcidCloud:CorpseBomb
AcidCloud: Kissof Death
Firebats:Dire Bats
Firebats:Vampire
Bats
Firebats:Plague
Bats
Firebats:Hungry
Bats
Firebats:Cloud of
Bats
Actual Game Values: maximum damage for secondary skills
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Example: Comparing damage to skill usage
0%
10%
20%
30%
40%
50%
60%
ZombieCharger:ZombieBears
ZombieCharger:Explosive
Beast
ZombieCharger:LeperousZombie
ZombieCharger:Wave ofZombies
ZombieCharger:Undeath
AcidCloud:
Acid Rain
AcidCloud:
Slow Burn
AcidCloud: LobBlob Bomb
AcidCloud:CorpseBomb
AcidCloud: Kissof Death
Firebats:Dire Bats
Firebats:Vampire
Bats
Firebats:Plague
Bats
Firebats:Hungry
Bats
Firebats:Cloud of
Bats
Actual Usage
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Example: Comparing damage to skill usage
0.00%
100.00%
200.00%
300.00%
400.00%
500.00%
600.00%
700.00%
ZombieCharger:ZombieBears
ZombieCharger:Explosive
Beast
ZombieCharger:LeperousZombie
ZombieCharger:Wave ofZombies
ZombieCharger:Undeath
AcidCloud:
Acid Rain
AcidCloud:
Slow Burn
AcidCloud:
Lob BlobBomb
AcidCloud:CorpseBomb
AcidCloud:Kiss ofDeath
Firebats:Dire Bats
Firebats:Vampire
Bats
Firebats:Plague
Bats
Firebats:Hungry
Bats
Firebats:Cloud of
Bats
NLP values: maximum damage for secondary skills
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Example: Comparing damage to skill usage
0%
10%
20%
30%
40%
50%
60%
70%
0%
100%
200%
300%
400%
500%
600%
700%
800%
ZombieCharger:ZombieBears
ZombieCharger:Explosive
Beast
ZombieCharger:LeperousZombie
ZombieCharger:Wave ofZombies
ZombieCharger:Undeath
AcidCloud:
Acid Rain
AcidCloud:
Slow Burn
AcidCloud: Lob
BlobBomb
AcidCloud:CorpseBomb
AcidCloud:Kiss ofDeath
Firebats:Dire Bats
Firebats:Vampire
Bats
Firebats:Plague
Bats
Firebats:Hungry
Bats
Firebats:Cloud of
Bats
Blizzard vs NLP comparison
Blizzard Max Damage NLP Max Damage Usage With Blizzard Values
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