论文标题
信息理论和播放器原型选择
Information theory and player archetype choice in Hearthstone
论文作者
论文摘要
使用在线收藏卡游戏炉石传说的三年游戏数据,我们在2016---2019期间分析了游戏系统的演变。通过考虑原型播放的频率以及它们相应的胜利率,我们可以提供随着时间的推移发生的全系统变化的叙述,以及播放器对它们的反应。应用原型频率来分析系统的香农熵,我们表征了玩家选择的时间序列的显着特征。特别关注大小变化期间熵的影响,我们能够证明在流行的甲板和战术出现之前,提高玩家实验的影响。此外,构建有条件的概率来模拟可理解的播放器行为,我们根据以前的决策分析了系统的信息存储并测试当前玩家选择的解释能力。
Using three years of game data of the online collectible card game Hearthstone, we analyse the evolution of the game's system over the period 2016--2019. By considering the frequencies that archetypes are played, and their corresponding win-rates, we are able to provide narratives of the system-wide changes that have occurred over time, and player reactions to them. Applying the archetype frequencies to analyse the system's Shannon entropy, we characterise the salient features of the time series of player choice. Paying particular attention to how entropy is affected during periods of both small and large-scale change, we are able to demonstrate the effects of increased player experimentation before popular decks and tactics emerge. Furthermore, constructing conditional probabilities that simulate understandable player behaviour, we analyse the system's information storage and test the explain-ability of current player choice based on previous decision-making.