最近在Research Square 上发现一篇探讨战斗力测量的论文(https://doi.org/10.21203/rs.3.rs-408649/v1),其中有一部分谈到游戏角色战斗力的设定,翻译过来给大家讨论。
原文如下:
Establishing a reliable method to measure combat effectiveness is of paramountimportance to the creation of coordinate models and developing theanalysis-simulation software of combat effectiveness based on it. The method of thispaper focuses on the aspect of territory (land, sea, air) to measure combateffectiveness. In fact, the scope ofterritorycan be extended to include “occupiedmarket zone” in trade wars or “occupied public opinion zone” in public opinion wars.By making slight adjustments, researchers can easily create a spatial Cartesiancoordinate system and use the same units of measurement to measure combateffectiveness in military, economy or ideology, on x, y and z axes respectively. Byusing this system, we can construct a three-dimensional model for calculatingcomprehensive combat effectiveness that resembles the ones applied in modernnatural sciences. But this is a discussion better left for another paper.
This method not only contributes to the establishment of coordinate system model,but also provides direct measurement data for the analysis-simulation software ofcombat effectiveness. Nowadays, the analysis and simulation performance ofmilitarysoftware is generally unsatisfactory, because the developers use the same methods toset combat effectiveness as the ones used in confrontation game software[22]. However,although both are very similar, the two differ significantly, especially in terms ofanalysis and simulation performance, with the former much more important to arealistic simulation of internal logic rather than only scene realism or display quality.Gaming software allows a higher degree of fantasy, but the analysis-simulationsoftware of combat effectiveness must analyze and simulate war conditions asrealistically as possible.[23]However, under the condition that the data source israndom and subjective, the analysis and simulation results can be neither definite norobjective. This is the famous GIGO effect (Garbage in - garbage out: if we feedamachine garbage, it will process this garbage and what returns will also be garbage).On the contrary, our method generates real data to measure combat effectiveness andthe combat effectiveness coefficient. The use of such data and measurements inanalysis-simulation software of combat effectiveness will solve problemsofnumerical distortion of combat effectiveness and combat effectiveness coefficient[24].In this way, the analysis-simulation software of combat effectiveness will bedissociated from confrontation game software.
[22]In confrontation game software, an mDn method is frequentlyused to set combat effectiveness, and astandard-attribute method is used to calculate the combat effectiveness coefficient. mDn entails casting an mnumber of dice with n number of sides; for example, 2D12 signifies casting two 12-sided dice. Computers cansimulate the ensuing sum after rolling the dice and the probability of rolling a certain value in the future. Thenumerical setter of the game takes this as the numerical value of combat effectiveness and attack probability. Othersimilar methods include the turntable method and the playing card method. See Jeremy Gibson Bond. Introductionto Game Design, Prototyping, and Development. (Pearson Education Limited, 2018),155-184. For onlinecalculations, interested readers can visit https://www.omnicalculator.com/statistics/dice. The value of combateffectiveness of a standard attribute is set discretionarily, as is the combat effectiveness coefficient of non-standardattributes. For example, the occupational coefficient sets the value of the recruits as 100, of the fighting capacitycoefficient of special forces as 1.15, 1.12 or 1.10, and thatof civilian personnel as 0.95, 0.92 or 0.90, againarbitrarily, based on stereotypes, common knowledge, and plausible assumptions (such as the axiom that thefighting capacity of special forces is higher than that of recruits and civilian personnel). In addition to the careercoefficient, this method is widely used to set other combat effectiveness coefficients, such as terrain, units,weapons (items), hit rate, and so on. See Michael Moore,Basics of Game Design. (A K Peters/CRC Press. BocaRaton,2011),38-43, 87-240 , who uses the axiom "Wizards tend to be weaker than knights" as an example.
[23]Jesse Schell.The Art of Game Design. (Elsevier Inc.Burlington,2008),15-17.
[24]There are two solutions for this. A long-term strategy is to use the formula in this paper to measure thecombat effectiveness coefficient and create a database of μvalues for different armies, and a rich data table withinit to harvest data when necessary. As this scheme has a long development cycle, for quicker results developers canuse an "numerical-distortion alarm" software. This plug-in can monitor combat effectiveness real-time to ensurethat the combat effectiveness coefficient fluctuates within an acceptable range, and raise the alarm in case of future.
我大致的翻译了一下:
有效的战斗力测量方法的建立,对于综合国力的坐标化建模,进而开发基于其上的战斗力分析-仿真软件,具有重要的基础性意义。本文的方法主要从地域(陆、海、空、天)的角度来衡量作战效能。事实上,只要稍加改造(本文中用来衡量战斗力的“领土”,指的是可以实际控制的陆、海、天空和空间站领土。改造的方法是将“领土面积”的含义进一步扩展到包括贸易战中的市场占有面积和舆论战中的舆论覆盖面积),我们就可以得到在政治、经济和意识形态三个维度上具有相同度量单位的战斗力度量方法。在此基础上,我们可以很容易地建立一个空间直角坐标系,将测量得到的政治、经济、意识形态的战斗力数据分别赋予x、y、z轴。通过使用这个坐标系统,我们可以构建各种类似于现代自然科学的三维的军事和历史数学函数,进而在计算机上绘制出各种情况下综合国力的运动轨迹曲线。
此外,该方法还可以为战斗力分析-仿真软件,提供直接的测量数据。目前,军用软件的分析和仿真性能普遍不尽如人意,因为开发人员使用与对抗类游戏软件相同的方法来设置战斗力。[22]然而,尽管两者非常相似,但却在分析和仿真性能方面有着显著的目标差异。游戏软件允许脱离实际的幻想,但战斗力分析-仿真软件必须尽可能真实地分析和模拟战争条件和战争逻辑,而不仅仅只是追求较之游戏软件更好的场景真实感或界面显示质量。[23] 然而,在数据来源具有随机性和主观性的情况下,分析和仿真结果既不确定也不客观。这就是著名的GIGO效应(垃圾输入-垃圾输出:如果我们给一个机器提供垃圾,它将处理这个垃圾,返回的也将是垃圾)。相反,我们的方法可以提供真实的战斗力和战斗力系数数据。在战斗力分析-仿真软件中使用这些数据,可以有效地解决两者的数值失真问题。[24] 战斗力分析-仿真软件便可摆脱成为对抗类游戏软件代名词的窘境。
[22]在对抗类游戏软件中,mDn法通常用于设置战斗力,标准属性法通常用于设置战斗力系数。“mDn”的意思是m个n面骰子。例如,2D12表示两个12面骰子。计算机能够模拟出随机掷骰子后显示的点数总和,以及某一点数出现的概率。游戏的数值设定者以此作为战斗力和攻击概率的数值。与之类似的,还有转盘法和扑克牌法等。(Jeremy Gibson Bond .Introduction to Game Design,Prototyping,and Development.From Concept to Playable Game with Unity and C#(2nd Edition). Addison-Wesley Professional.(2017).155-184)感兴趣的读者可以访问“https://www.omnicalculator.com/statistics/dice”,该网站可以提供在线计算结果。标准属性法的具体操作是:首先,任意设置一个标准属性者的战斗力值;然后根据自己的主观感受,随意设定非标准属性者的战斗力系数。以不同职业的战斗力系数的设定为例:首先将新兵的战斗力设置为100,然后根据大众的普遍认知或社会的刻板印象(如特种兵战斗力高于新兵,新兵又高于文职人员),将特种兵战斗力系数设置为1.15、1.12或1.10,文职人员战斗力系数设置为0.95、0.92或0.90。除了职业系数,这种方法还广泛用于设定其他战斗力系数,如地形、单位、武器(道具)、命中率等。(Moore,Michael .Basics of Game Design .A K Peters Press.(2011).38-43,87-240)P.S .摩尔在书中使用的例子是“巫师往往比骑士弱”。
[23] Jesse Schell.The Art of Game Design. Elsevier Inc.15-17.(2008).
[24] 对此我们的解决方案有两个:长远方案是利用战斗力系数测量公式,不断积累不同军队在不同时期的μ值。然后在数据库中,形成一个不断丰富的数据表,需要时进行调用即可。由于该方案的开发周期较长,因此我们还有一个短期解决方案,就是建立“失衡报警器”机制。具体做法是,在软件中植入实时监测面积变化速率的监控器程序,同时将可以接受的最大失衡值作为报警阈值。在软件运行初期,战斗力体系失衡很难依靠玩家的主观感受发现,却可以被“失衡报警器”敏锐的感知。软件维护人员就可以尽早排查出导致失衡的那个系数,将问题消灭在萌芽状态。