Level design as model transformation: a strategy for automated content generation

J. Dormans
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引用次数: 61

Abstract

This paper frames the process of designing a level in a game as a series of model transformations. The transformations correspond to the application of particular design principles, such as the use of locks and keys to transform a linear mission into a branching space. It shows that by using rewrite systems, these transformations can be formalized and automated. The resulting automated process is highly controllable: it is a perfect match for a mixed-initiative approach to level generation where human and computer collaborate in designing levels. An experimental prototype that implements these ideas is presented.
作为模型转换的关卡设计:自动生成内容的策略
本文将设计游戏关卡的过程描述为一系列模型转换。转换对应于特定设计原则的应用,例如使用锁和钥匙将线性任务转换为分支空间。它表明,通过使用重写系统,这些转换可以形式化和自动化。由此产生的自动化过程是高度可控的:它非常适合人类和计算机合作设计关卡的混合生成方法。提出了一个实现这些想法的实验原型。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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