Gameplay-driven terrain generation in Scorched Earth

Quan Yu, R. Crawfis
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引用次数: 2

Abstract

In this paper, we propose a hybrid method to procedurally generate terrains in Scorch Earth. It features both the fast computing speed of random techniques and the wide variety of details of fractal techniques. We indirectly evaluate terrains by analyzing the gameplay data. We create an AI agent to model players' behaviors to produce gameplay data. The agent is capable to shoot and move in different scenarios. Finally we introduce metrics for gameplays to select good terrains.
《焦土》中玩法驱动的地形生成
在本文中,我们提出了一种混合方法来程序地生成焦土中的地形。它既具有随机技术的快速计算速度,又具有分形技术的各种各样的细节。我们通过分析玩法数据间接评估地形。我们创造了一个AI代理去模拟玩家的行为并生成游戏玩法数据。代理人能够在不同的场景中射击和移动。最后,我们介绍了游戏玩法的参数,以选择合适的地形。
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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