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<article article-type="research-article" dtd-version="1.3" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xml:lang="ru"><front><journal-meta><journal-id journal-id-type="publisher-id">ellibs</journal-id><journal-title-group><journal-title xml:lang="ru">Электронные библиотеки</journal-title><trans-title-group xml:lang="en"><trans-title>Russian Digital Libraries Journal</trans-title></trans-title-group></journal-title-group><issn pub-type="epub">1562-5419</issn><publisher><publisher-name>Казанский (Приволжский) федеральный университет</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.26907/1562-5419-2025-28-3-468-483</article-id><article-id custom-type="elpub" pub-id-type="custom">ellibs-574</article-id><article-categories><subj-group subj-group-type="heading"><subject>Research Article</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="ru"><subject>Статьи</subject></subj-group></article-categories><title-group><article-title>Генеративные методы для создания адаптивных играбельных персонажей в играх-сервисах</article-title><trans-title-group xml:lang="en"><trans-title>Generative Methods for Creating Adaptive Playable Characters in Service Games</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Арсланов</surname><given-names>Тимур Рузелевич</given-names></name><name name-style="western" xml:lang="en"><surname>Arslanov</surname><given-names>Timur Ruzelevich</given-names></name></name-alternatives><email xlink:type="simple">timars-mail@yandex.ru</email><xref ref-type="aff" rid="aff-1"/></contrib></contrib-group><aff-alternatives id="aff-1"><aff xml:lang="ru"><institution>Казанский (Приволжский) федеральный университет</institution></aff><aff xml:lang="en"><institution>Kazan (Volga region) Federal University</institution></aff></aff-alternatives><pub-date pub-type="collection"><year>2025</year></pub-date><pub-date pub-type="epub"><day>23</day><month>06</month><year>2025</year></pub-date><volume>28</volume><issue>3</issue><fpage>468</fpage><lpage>483</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Арсланов Т.Р., 2025</copyright-statement><copyright-year>2025</copyright-year><copyright-holder xml:lang="ru">Арсланов Т.Р.</copyright-holder><copyright-holder xml:lang="en">Arslanov T.R.</copyright-holder><license xml:lang="ru" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>Данная работа распространяется под лицензией Creative Commons Attribution 4.0.</license-p></license><license xml:lang="en" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>This work is licensed under a Creative Commons Attribution 4.0 License.</license-p></license></permissions><self-uri xlink:href="https://ellibs.elpub.ru/jour/article/view/574">https://ellibs.elpub.ru/jour/article/view/574</self-uri><abstract><p>В условиях роста популярности игр-сервисов, требующих постоянного обновления контента для удержания игроков, актуальной задачей становится автоматизация создания адаптивных играбельных персонажей. Нами рассмотрены существующие подходы к генерации персонажей.


Текущие решения не предусматривают долгосрочную адаптацию под стиль игрока и зависят от ручного проектирования. Для устранения этого недостатка предложена трёхкомпонентная система, сочетающая моделирование действий игрока на основе реплеев, генерацию персонажей через комбинирование механик и балансировку параметров, а также автоматическую валидацию через симуляции для оценки баланса и соответствия игровому стилю конкретного человека.


Работа обобщает современные исследования, демонстрируя потенциал генеративных методов для снижения ресурсозатрат при разработке игр-сервисов. Результаты могут быть использованы для ускорения прототипирования и поддержки долгосрочной жизнеспособности игровых проектов.
</p></abstract><trans-abstract xml:lang="en"><p>With the growing popularity of game services that require constant content updates to retain players, automating the generation of adaptive playable characters has become an urgent task. This article examines existing approaches to character generation, including evolutionary algorithms, and in-session adaptation systems. Current solutions are limited by their inability to provide sufficient long-term adaptation to individual player styles and their reliance on manual design.


To address these limitations, we propose a three-component system that integrates: player action modeling based on gameplay replays using reinforcement learning (RL) agents, character generation through combinatorial mechanics and parameter balancing, automatic validation via simulations to assess balance and alignment with a player’s individual style.


This work synthesizes contemporary research, highlighting the potential of generative methods to reduce development costs for game services. The results could accelerate prototyping and enhance the long-term viability of live-service projects.
</p></trans-abstract><kwd-group xml:lang="ru"><kwd>игры-сервисы</kwd><kwd>геймдизайн</kwd><kwd>игровые персонажи</kwd><kwd>видеоигры</kwd><kwd>процедурная генерация</kwd></kwd-group><kwd-group xml:lang="en"><kwd>service games</kwd><kwd>game design</kwd><kwd>game characters</kwd><kwd>video game</kwd><kwd>procedural content generation</kwd></kwd-group></article-meta></front><back><ref-list><title>References</title><ref id="cit1"><label>1</label><citation-alternatives><mixed-citation xml:lang="ru">Rousseau J. Report: 95% of studios are working on or aim to release a live service game // GamesIndustry.biz. 2024. URL: https://www.gamesindustry.biz/report-95-of-studios-are-working-on-or-aim-to-release-a-live-service-game.</mixed-citation><mixed-citation xml:lang="en">Rousseau J. Report: 95% of studios are working on or aim to release a live service game // GamesIndustry.biz. 2024. 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