Evolutionary Procedural Content Generation for an Endless Platform Game

R. G. D. Pontes, H. Gomes
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引用次数: 1

Abstract

Making innovative, cohesive and appealing games has become inherently more difficult given the ever increasing competition in the digital games' market. Manually creating game content is expensive and time-consuming. Therefore, alternative approaches for game content creation are relevant for increasing the efficiency of the game development process. This is where procedural techniques step in. Even though they have been used by commercial games since the 1980s, it was only in recent years that this kind of approach has been given the righteous attention in the academic context. In this work, we propose a procedural content generation approach for creating infinite environments for a 2D platform runner game. The approach consists of a Genetic Algorithm that innovatively takes into account environment aesthetics as well as game's physics and rules in its fitness function. Therefore, the created environments should be pleasant and possible to be overcome by the player. An instantiation of the approach was developed using the Godot Game Engine. Time viability for in-game real-time generation and convergence to high/stable fitness values were experimentally evaluated. Our tests indicated parameter ranges that performed best in terms of environment quality and processing time were mutation rates between 0.5 % and 1 % aligned with a population ranging from 50 to 100 individuals. This approach is expandable to other games that have a tileman-based environments.
无止尽平台游戏的进化程序内容生成
面对数字游戏市场日益激烈的竞争,制作具有创新性、凝聚力和吸引力的游戏变得越来越困难。手动创建游戏内容既昂贵又耗时。因此,游戏内容创造的替代方法与提高游戏开发过程的效率有关。这就是程序技巧发挥作用的地方。尽管自20世纪80年代以来,这种方法就被用于商业游戏中,但直到最近几年,这种方法才在学术环境中得到了应有的关注。在这项工作中,我们提出了一种程序内容生成方法,用于为2D平台跑步游戏创造无限环境。该方法由一种遗传算法组成,该算法创新性地考虑了环境美学以及游戏物理和规则的适应度函数。因此,所创造的环境应该是令人愉快的,并且有可能被玩家克服。使用Godot游戏引擎开发了该方法的实例。实验评估了游戏内实时生成和收敛到高/稳定适应度值的时间可行性。我们的测试表明,在环境质量和处理时间方面表现最好的参数范围是突变率在0.5%到1%之间,与50到100个个体的群体一致。这种方法可以扩展到其他拥有基于tileman环境的游戏中。
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