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電視遊戲討論版>EA 使用動態難度調節(dynamic difficulty adjustments)於多隻遊戲以去除公平配對(fair matchmaking)吸金
( ゚ω゚)? 11:47 AM 01-11-18
http://www.dsogaming.com/news/electr...r-matchmaking/

News
Electronic Arts is using dynamic difficulty adjustments in multiple games, wants to get rid of fair matchmaking

John Papadopoulos 41 Comments
Back in October 2017, it was revealed that Activision is working on a new matchmaking system that would pair players together in order to encourage microtransactions. And while this system has not been implemented in any game as of yet, another publisher is searching into getting rid of fair matchmaking in multiplayer games. That publisher is no other than EA who has already implemented its dynamic difficulty adjustment in multiple games.
But let’s start from the beginning. Spotted by YongYea, EA is using a dynamic difficulty adjustment for its games. This is a technique for adaptively changing a game to make it easier or harder.
As Electronic Arts claimed:
“In this paper, we propose a DDA framework with a global optimization objective of maximizing a player’s engagement throughout the entire game. Using level-based games as our example, we model a player’s progression as a probabilistic graph. Dynamic difficulty reduces to optimizing transition probabilities to maximize a player’s stay time in the progression graph.”
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EA concluded that it has successfully developed a system that applies this technique in multiple games and has observed up to 9% improvement in player engagement with a neutral impact on monetization.
Now some could say that there is nothing wrong with dynamic difficulty adjustments as long as these implementations are fair for all players. However, imagine if such mechanics appeared in games like Dark Souls or Nioh. These games would immediately lose their appeal. Not only that, but we don’t know whether other titles suffer from bugs of that DDA implementation. Remember all those scripted moments in FIFA that made you swear that there was something wrong with the game? A lot of players claimed in the past that the game was deliberately upping the difficulty (or to be more precise, it was making their teammates dumber). Since we don’t have access to its source code, are we sure that EA has not done something to dynamically adjust the difficulty behind players’ backs?
Not only that, but Electronic Arts is also looking into getting rid of the fair matchmaking in multiplayer games. Current games rely on offering a fair machmaking system. However, EA’s employees/researches suggest a different system that would end fair matchmaking. As their research reads.
“In this paper, we propose an Engagement Optimized Matchmaking (EOMM) framework that maximizes overall player engagement. We prove that equal-skill based matchmaking is a special case of EOMM on a highly simplified assumption that rarely holds in reality. Our simulation on real data from a popular game made by Electronic Arts, Inc. (EA) supports our theoretical results, showing significant improvement in enhancing player engagement compared to existing matchmaking methods.”
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While this unfair matchmaking system has not found its way to any game yet, it’s obvious that EA is interested in this, especially since a simulation supported its theoretical results. Whether future online games, like Anthem, will suffer from this ‘engagement optimized matchmaking‘ system remains to be seen!



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hkfaker 11:57 AM 01-11-18
對於喜歡Multiplayer嘅gamers,確實係太過份~ :-)
但對於我呢啲只鐘意玩story mode嘅gamer, 只要dlc唔太離譜都勉強可以接受.....:-)
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真!DC 12:00 PM 01-11-18
唔識英文
大約講咩?
由手機版發出
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Kain 12:57 PM 01-11-18
作者: 真!DC:
唔識英文
大約講咩?
由手機版發出
大約就係話
EA 使用動態難度調節於多隻遊戲以去除公平配對吸金
利申無睇內文
由手機版發出
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淡水 02:22 PM 01-11-18
我英文屎, 睇唔到內文邊度有講吸金
大約知ea有新system 1)自動調節遊戲難易度 2)更fair(?)的online對戰player matching
用以keep客(所以=吸金?)
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qwe 02:29 PM 01-11-18
無心機睇英文
但關於DDA上年已經有提過,可以理解為你選hard mode,其實系統係分左hard 1/2/3mode,會視乎你能力去加/減,一開始係hard2,你順風順水太緊要會變hard3等你打唔到,但你貼晒地時又會變hard1等你打到感覺良好,以為自己有進步繼續玩落去
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Dyhalt Rushifar 02:32 PM 01-11-18
作者: qwe:
無心機睇英文
但關於DDA上年已經有提過,可以理解為你選hard mode,其實系統係分左hard 1/2/3mode,會視乎你能力去加/減,一開始係hard2,你順風順水太緊要會變hard3等你打唔到,但你貼晒地時又會變hard1等你打到感覺良好,以為自己有進步繼續玩落去
咁揀EASY打咪得囉,反正依家都好似冇打爆HARD有獎之類架啦?:-)
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王小虎 02:36 PM 01-11-18
好多online games除左技術外,都會有level/技能/裝備/RPG元素輔助,本來呢d元素可以話係時間問題,就算有貨金即買即用,你都可以話睇你好唔好彩,配對唔同等級對手,甚至有d games為左提倡公平,"盡量"配對相近等級的對手。

但係"假如"有人可以貨金去配對一定比佢弱的對手,令佢永遠都喺一個優勢下,而冇貨金的人長期喺劣勢下,你覺得點?
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大覺屋師真 02:50 PM 01-11-18
-del-
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忍者 02:56 PM 01-11-18
作者: 王小虎:
好多online games除左技術外,都會有level/技能/裝備/RPG元素輔助,本來呢d元素可以話係時間問題,就算有貨金即買即用,你都可以話睇你好唔好彩,配對唔同等級對手,甚至有d games為左提倡公平,"盡量"配對相近等級的對手。

但係"假如"有人可以貨金去配對一定比佢弱的對手,令佢永遠都喺一個優勢下,而冇貨金的人長期喺劣勢下,你覺得點?
「但係"假如"有人可以貨金去配對一定比佢弱的對手,令佢永遠都喺一個優勢下,而冇貨金的人長期喺劣勢下」

呢個本身不就是課金既最大動力??
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高級嘍囉 03:04 PM 01-11-18
貨金買活靶,抵玩。
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wing 03:35 PM 01-11-18
佢意思係, 本來其他game的online 係盡量將實力相近的玩家互相配對, 即係以勝率/場數之類作為根據.

但EA果種做法係專登將強的玩家同弱的玩家配對, 咁樣可以 "鼓勵" 弱玩家課金增強實力.
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Sar8 04:39 PM 01-11-18
冇睇內文

應該係指matching會將無課有較高機率配對到課金玩家
咁你長期比人做靶,你一係就out,一係就忍唔住課金打返對面一鑊(段片好似有講call of duty可以係其他面前開箱已經係一種show off)
然後你課金完可能又將你matching打D無課到

咁就同時刺激到無課轉為有課,而有課因為開無雙就有更高既意願繼續課落去

engagement 係個terms來,簡單D來講就係要你變loyalty customer,再簡單D就係你會dum多D錢/時間去支持呢間company/brand
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Kain 04:59 PM 01-11-18
呢條橋真係make到profit?
我點睇都係自殺緊
由手機版發出
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wing 05:04 PM 01-11-18
作者: Kain:
呢條橋真係make到profit?
我點睇都係自殺緊
由手機版發出
份paper 話課金率高左9%
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Dyhalt Rushifar 05:10 PM 01-11-18
作者: Kain:
呢條橋真係make到profit?
我點睇都係自殺緊
由手機版發出
大概佢地既思考係咁…
一部課長係想爽,冇理由MATCH難打俾佢;
玩EA GAME唔課金既都係想挑戰能力極限啫,MATCH D重課俾佢係咪啱晒囉。:-)
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Sar8 05:21 PM 01-11-18
有冇profit要睇留落來既人課幾多jer,課得幾蚊就緊係冇著數
如果癲到手遊lv,我諗佢踢100個無課player都有賺:-)
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( ゚ω゚)? 05:28 PM 01-11-18
依家得閒打啲簡介,動態難度調節(DDA)係可以由玩家強弱自動調節遊戲難易度,聽落好似好正,目的係使玩家沉迷遊戲,所以好似dark souls,仁王啲超難遊戲會因此無晒特色,新FIFA擬似用咗DDA,所以玩家發覺好易入波,佢地計過用咗DDA沉迷(engagement)會多9%,至於現有遊戲當人對人時係采用公平配對(Fair matchmaking)原則,不過佢地發現公平配對啲玩家無咁沉迷,所以研究轉用沉迷優化配對(engagement optimised matchmaking),用佢地呢種配對方式可達至某啲沉迷目的(吸金)。
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Kain 05:47 PM 01-11-18
要計埋隻game賣少左幾多隻條數先
連game都無人肯玩仲講課金
無課唔玩個system本身做無效用,果份上升額亦唔再存在
由手機版發出
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真!DC 05:55 PM 01-11-18
即係趕走晒d新手同light user:-)
由手機版發出
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Sar8 08:12 PM 01-11-18
攤開哂來講就冇人做笨實既
問題係佢apply左落去有幾多人會意識到

當然佢個system係咪咁運作都唔知,大部份人都too long didn't read
只係EA咁留意都唔方用係好果方面......:-)
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王小虎 10:04 PM 01-11-18
其實原文冇寫話用來吸金。
and have observed up to 9% improvement in player engagement with a neutral impact on monetization.
即係話用左呢種系統之後,佢地觀察到對於玩家對遊戲的參與度有9%的增加,但對於貨金保持中性的影響(亦即沒有負影響)。

本來個系統係想話利用動態改變難易度,去令玩家唔會咁易放棄(太難的時候自動減低難度),或者令玩家唔會覺得悶(太易的時候自動提高難度)。亦即係話一隻game難定易,唔係由最初的選擇,而係從玩家的得分、行動去判斷出來,再自動調節。

原文作者並唔係質問EA用來吸金,而係質疑用左呢類系統之後,對於某類型遊戲有負面影響,例如Dark Souls,因為Dark Souls的其一賣點就係難玩,如果令隻game人人都打爆,就冇晒意思。

當然冇人話過EA會去做Dark Souls,佢一向遊戲都係想大眾化,想最多人話,所以講來都係多餘。
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