
当玩家在《糖果传奇》(Candy Crush Saga)的18,700多个关卡中不断刷新战绩时,他们可能不会意识到自己正在破解的谜题由人工智能协助设计。
这款将智能手机用户转化为游戏玩家的应用程序,借助AI帮助开发者持续为忠实玩家群体设计新关卡。作为《糖果传奇》开发商的瑞典游戏公司King,还利用AI更新旧关卡,确保玩家在玩游戏时不会感到无聊、卡关或沮丧。
《糖果传奇》系列总经理托德·格林表示,以这种方式应用AI能帮助开发者腾出时间去创造新谜题。他指出,如果没有人工智能进行初步处理,更新和重新配置超过18,000个关卡是“极其困难的”。
在视频游戏行业内,关于在游戏开发中应用AI的讨论两极分化。部分开发者将AI作为处理繁琐任务的工具,使设计师和艺术家能专注于大型项目。他们认为,AI可通过创建更具交互性的非玩家角色等方式,帮助构建更丰富的游戏世界。但也不乏强烈反对者,他们认为这项技术可能威胁到视频游戏演员、表演者及游戏制作人员的生计。正是出于对AI的担忧,美国演员工会—美国电视和广播艺人联合会(Screen Actors Guild-American Federation of Television and Radio Artists)的游戏表演者于去年7月底发起了罢工。
格林表示:“我们并未在游戏中植入聊天机器人,也没有让玩家直接接触AI驱动的设计体验。”格林补充道,该技术不会被用来取代游戏工作者。“相反,我们正在尝试用AI解决现有问题,以提高团队工作效率和精准度。”
根据行业组织娱乐软件协会(Entertainment Software Association)的数据,2024年,美国消费者在视频游戏内容上的支出从2023年的498亿美元增长至513亿美元,其中移动游戏约占支出总额的一半。该协会指出,移动平台现已成为8岁及以上玩家的首选游戏平台。
2012年首度登陆Facebook的《糖果传奇》持续更新迭代,King近期发布了第300个客户端版本。2016年,游戏巨头动视暴雪(Activision Blizzard)以59亿美元收购了该公司。
《一鸣惊人:电子游戏的创意、竞争与全球商业》(One Up: Creativity, Competition, and the Global Business of Video Games)一书的作者约斯特·范德鲁南指出,《糖果传奇》这款免费游戏具有独特优势。游戏运营已超过十年,坐拥数百万用户,服务于“贪玩的玩家群体”。范德鲁南还表示,面对如此巨大的新内容需求,利用AI来分担海量关卡创作工作具有现实意义。
他表示:“为保证如此大规模的游戏供应,完全可以依托人工智能或生成式AI来创建后续内容。《糖果传奇》的每个关卡都是独立的棋盘,需要逐一破解才能进入下一关。凭借AI和现有人工设计的关卡加快游戏更新和加大游戏供应,完全合乎逻辑,毕竟玩家总会渴望更多关卡。”
King将AI应用于两大领域:开发新关卡及更新旧关卡,即对若干年前的谜题进行更新以维持可玩性。针对资深玩家设计的新关卡,公司力求确保谜题“在第一次接触时”就很有趣。
格林表示:“这对我们颇具挑战,因为无法邀请许多玩家进行试玩并收集反馈,必须在设计初期就精准把握游戏难度和体验。有一个玩家群体对我们至关重要,这些用户可能曾中断游戏,但因为看过或听到或者好奇新游戏内容而回归。”
格林表示,King将AI作为游戏设计“循环”中的幕后助手,而非直接向玩家呈现新内容的工具。
他表示:“一次性手动处理上千关卡极其困难。关键要理解我们是将AI作为定制化设计工具来使用。"
对大多数玩家而言,解谜乐趣在于“起伏感”。关卡难度并非线性排列,简单关卡可能穿插在困难关卡之间以营造变化感。格林认为,借助AI技术,改进关卡的草拟过程已实现自动化,因此团队每周可优化数千关卡,远超手动处理数百关卡的工作量。
他表示:“我们持续收集玩家反馈,也得到了量化反馈。我们会观察玩家对关卡的反应、通关难度、卡关情况与进度预期。”
为评估玩家行为是否符合设计预期,King会考察多个维度,包括通关率(每百次尝试的通关次数)、棋盘重置频率(糖果重新排列次数)等。部分标准则带有主观性,如关卡是否具备趣味性。
格林表示:“在某种程度上,这显然是一个主观问题。不同玩家体验各异。" (财富中文网)
译者:刘进龙
审校:汪皓
当玩家在《糖果传奇》(Candy Crush Saga)的18,700多个关卡中不断刷新战绩时,他们可能不会意识到自己正在破解的谜题由人工智能协助设计。
这款将智能手机用户转化为游戏玩家的应用程序,借助AI帮助开发者持续为忠实玩家群体设计新关卡。作为《糖果传奇》开发商的瑞典游戏公司King,还利用AI更新旧关卡,确保玩家在玩游戏时不会感到无聊、卡关或沮丧。
《糖果传奇》系列总经理托德·格林表示,以这种方式应用AI能帮助开发者腾出时间去创造新谜题。他指出,如果没有人工智能进行初步处理,更新和重新配置超过18,000个关卡是“极其困难的”。
在视频游戏行业内,关于在游戏开发中应用AI的讨论两极分化。部分开发者将AI作为处理繁琐任务的工具,使设计师和艺术家能专注于大型项目。他们认为,AI可通过创建更具交互性的非玩家角色等方式,帮助构建更丰富的游戏世界。但也不乏强烈反对者,他们认为这项技术可能威胁到视频游戏演员、表演者及游戏制作人员的生计。正是出于对AI的担忧,美国演员工会—美国电视和广播艺人联合会(Screen Actors Guild-American Federation of Television and Radio Artists)的游戏表演者于去年7月底发起了罢工。
格林表示:“我们并未在游戏中植入聊天机器人,也没有让玩家直接接触AI驱动的设计体验。”格林补充道,该技术不会被用来取代游戏工作者。“相反,我们正在尝试用AI解决现有问题,以提高团队工作效率和精准度。”
根据行业组织娱乐软件协会(Entertainment Software Association)的数据,2024年,美国消费者在视频游戏内容上的支出从2023年的498亿美元增长至513亿美元,其中移动游戏约占支出总额的一半。该协会指出,移动平台现已成为8岁及以上玩家的首选游戏平台。
2012年首度登陆Facebook的《糖果传奇》持续更新迭代,King近期发布了第300个客户端版本。2016年,游戏巨头动视暴雪(Activision Blizzard)以59亿美元收购了该公司。
《一鸣惊人:电子游戏的创意、竞争与全球商业》(One Up: Creativity, Competition, and the Global Business of Video Games)一书的作者约斯特·范德鲁南指出,《糖果传奇》这款免费游戏具有独特优势。游戏运营已超过十年,坐拥数百万用户,服务于“贪玩的玩家群体”。范德鲁南还表示,面对如此巨大的新内容需求,利用AI来分担海量关卡创作工作具有现实意义。
他表示:“为保证如此大规模的游戏供应,完全可以依托人工智能或生成式AI来创建后续内容。《糖果传奇》的每个关卡都是独立的棋盘,需要逐一破解才能进入下一关。凭借AI和现有人工设计的关卡加快游戏更新和加大游戏供应,完全合乎逻辑,毕竟玩家总会渴望更多关卡。”
King将AI应用于两大领域:开发新关卡及更新旧关卡,即对若干年前的谜题进行更新以维持可玩性。针对资深玩家设计的新关卡,公司力求确保谜题“在第一次接触时”就很有趣。
格林表示:“这对我们颇具挑战,因为无法邀请许多玩家进行试玩并收集反馈,必须在设计初期就精准把握游戏难度和体验。有一个玩家群体对我们至关重要,这些用户可能曾中断游戏,但因为看过或听到或者好奇新游戏内容而回归。”
格林表示,King将AI作为游戏设计“循环”中的幕后助手,而非直接向玩家呈现新内容的工具。
他表示:“一次性手动处理上千关卡极其困难。关键要理解我们是将AI作为定制化设计工具来使用。"
对大多数玩家而言,解谜乐趣在于“起伏感”。关卡难度并非线性排列,简单关卡可能穿插在困难关卡之间以营造变化感。格林认为,借助AI技术,改进关卡的草拟过程已实现自动化,因此团队每周可优化数千关卡,远超手动处理数百关卡的工作量。
他表示:“我们持续收集玩家反馈,也得到了量化反馈。我们会观察玩家对关卡的反应、通关难度、卡关情况与进度预期。”
为评估玩家行为是否符合设计预期,King会考察多个维度,包括通关率(每百次尝试的通关次数)、棋盘重置频率(糖果重新排列次数)等。部分标准则带有主观性,如关卡是否具备趣味性。
格林表示:“在某种程度上,这显然是一个主观问题。不同玩家体验各异。" (财富中文网)
译者:刘进龙
审校:汪皓
Players swiping their way through more than 18,700 levels of Candy Crush Saga might be surprised to learn they’re solving puzzles designed with an assist from artificial intelligence.
The app that helped make gamers out of anyone with a smartphone uses AI to help developers create levels to serve a captive audience constantly looking for more sweets to squash. King, the Swedish video game developer behind Candy Crush, also uses AI to update older levels to help ensure players don’t feel bored, stuck or frustrated as they spend time with the game.
Todd Green, general manager of the Candy Crush franchise, said using AI in that way helps free up developers’ time to create new puzzle boards. It would be “extremely difficult,” he said, for designers to update and reconfigure more than 18,000 levels without AI taking a first pass.
Within the video game industry, discussions around the use of AI in game development run the gamut. Some game makers see AI as a tool that can assist with menial tasks, allowing designers and artists to focus on bigger projects. AI, they say, can help build richer worlds by creating more interactive non-player characters, for example. But there are also those who strongly oppose the use of AI, or who see the tech as a threat to their livelihoods — be it as video game actors and performers, or as workers who help make games. Concerns over AI led game performers with the Screen Actors Guild-American Federation of Television and Radio Artists to go on strike in late July.
“We’re not putting chatbots into the game. We’re not putting AI-powered design experiences into the game for players directly to play with,” Green said, adding that the tech is not being used to replace game workers. “Instead, we’re trying to deploy AI on existing problems that we have in order to make the work of the teams faster or more accurate, and more accurate more quickly.”
In the United States, consumer spending on video game content increased to $51.3 billion in 2024, up from $49.8 billion in 2023, with mobile games accounting for about half of all video game content spending, according to data from the Entertainment Software Association trade group. Mobile is now the leading game platform among players aged 8 and older, the ESA says.
Candy Crush — first launched on Facebook in 2012 — is constantly updating. King recently released its 300th client version of the game. Gaming giant Activision Blizzard acquired King in 2016 for $5.9 billion.
The free-to-play game is in a unique position, said Joost Van Dreunen, author of “One Up: Creativity, Competition, and the Global Business of Video Games.” Candy Crush is more than a decade old, boasts millions of users and caters to a “ravenous set of players,” he said. Demand is so high for new content that it makes sense to use AI to offset the work it takes to create so many levels, Van Dreunen added.
“To supply that at scale, you absolutely can rely on a sort of artificial intelligence or generative AI to create the next set of forms,” he said. “The thing about Candy Crush is that every level is technically a single board that you have to solve or clear before you can advance. With AI and the existing library of human-made boards, it makes total sense to then accelerate and expand the efforts to just create more inventory. People play more levels.”
King uses AI to target two separate areas: developing new levels and going back to older levels, in some cases, puzzles that are several years old, and reworking them to ensure they’re still worth playing. On new levels designed for people who have played the game for a long time, the company wants to ensure the puzzles are fun “on first contact.”
“That’s hard for us to do, because we don’t get the benefit of having many players test or play through the levels and give us feedback. We have to sort of try and pitch it right at first,” he said. “There’s a really important group for us in between people who maybe played before and perhaps took a break for a while, and then coming back because they saw or heard of or were curious about what might be new.”
Green said King uses AI as a behind-the-scenes assistant in the design “loop” of the game, rather than as a tool that immediately puts something new in front of players.
“Doing that for 1,000 levels all at once is very difficult by hand,” he said. “So the most important thing to understand here is that we are using AI as like a custom design.”
For most players, Green said, the fun in solving the puzzles lies in the “up and down.” Levels aren’t designed in order of difficulty. An easy level can follow a few difficult levels — or vice versa — to give the game a sense of variety. Leveraging AI means that instead of the team working on several hundred levels each week, they could potentially improve thousands of levels per week because they’re able to automate the drafting of the improved levels, he added.
“We talk to players all the time,” he said. “We also get the quantitative feedback. We can see how players respond to the levels… How easy are the levels? Do they get sort of stuck, or are they progressing in the way that we hope?”
To determine whether gamers and playing through the way the designers intended, King looks at several factors, including pass rate — how many times a player passes a level out of every 100 attempts — and how often a board is “reshuffled,” or refreshed with all candies rearranged. Some metrics are also intangible, like whether a level is simply fun.
“It’s also, to some extent, obviously subjective,” Green said. “It’s different for different people.”