Feint actions refer to a set of deceptive actions, which enable players to obtain temporal advantages from their opponents. Such actions are regarded as widely-used tactic in most non-deterministic Two-player Games (e.g. boxing and fencing). However, existing literature does not provide comprehensive and concrete formalization on Feint actions, and their implications on Two-Player Games. We argue that a full exploration on Feint actions is of great importance towards more realistic Two-player Games. In this paper, we provide the first comprehensive and concrete formalization of Feint actions. The key idea of our work is to (1) allow automatic generation of Feint actions, via our proposed Palindrome-directed Generation of Feint actions; and (2) provide concrete principles to properly combine Feint and attack actions. Based on our formalization of Feint actions, we also explore the implications on the game strategy model, and provide optimizations to better incorporate Feint actions. Our experimental results shows that accounting for Feint actions in Non-Deterministic Games (1) brings overall benefits to the game design; and (2) has great benefits on on either game animations or strategy designs, which also introduces a great extent of randomness into randomness-demanded Game models.
翻译:虚假动作指一类欺骗性行为,可使博弈方从对手处获取时间优势。此类动作被视为大多数非确定性双人博弈(例如拳击与击剑)中的常用战术。然而,现有文献尚未对虚假动作及其在双人博弈中的影响提供全面具体的形式化定义。我们认为,对虚假动作的深入探索对于构建更真实的双人博弈具有重大意义。本文首次提出虚假动作的全面具体形式化定义:核心思想在于(1)通过我们提出的回文导向虚假动作生成算法实现虚假动作的自动生成;(2)提供具体原则以合理整合虚假动作与攻击动作。基于虚假动作的形式化定义,我们进一步探讨了其对博弈策略模型的影响,并提出针对性的优化方案以更好融入虚假动作。实验结果表明:在非确定性博弈中考虑虚假动作(1)可为博弈设计带来整体性优势;(2)对博弈动画或策略设计均具有显著效益,同时能为需要随机性的博弈模型引入高度随机性。