A Procedural Generation Platform to Create Randomized Gaming Maps using 2D Model and Machine Learning

Nathan Lee, John Morris
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Abstract

As a video game developer, the most difficult problem I ran into was creating a map for the game, as it was difficult to create non repetitive and original gameplay [1]. My project proposes a solution to this problem as I use Answer Set Programming to create a program to procedurally generate maps for a video game [2]. In order to test its reliability, I allowed it to generate around 10,000 maps, stored the data of each of the maps, and used the common trends I find in the data to find problems with the program and fix it in the future. In developing a video game, level creation consumes a major portion of the development total time and level procedural generation techniques can potentially mitigate this problem. This research focused on developing a VVVVVV style level generator using Answer set programming for the game Mem.experiment which was developed at the same time. VVVVVV is a 2D puzzle platformer that uses changes in direction of gravity instead of jumping for the player's vertical movement [3]. During the development of the level generator, 10,000 levels were created. I found out that the average total time it took between generations is 45 seconds, and the average time for ASP to generate a map is 12 seconds [4]. This means that the process of displaying the generation took between 2x - 3x longer than generating the ASP solution.
使用2D模型和机器学习创建随机游戏地图的程序生成平台
作为一名电子游戏开发者,我遇到的最困难的问题是为游戏创造地图,因为这很难创造出非重复性和原创的游戏玩法[1]。我的项目提出了一个解决这个问题的方案,我使用答案集编程来创建一个程序生成电子游戏地图的程序[2]。为了测试它的可靠性,我让它生成了大约10,000张地图,并存储了每张地图的数据,并使用我在数据中发现的共同趋势来发现程序的问题并在未来进行修复。在电子游戏的开发过程中,关卡创造占据了开发总时间的很大一部分,而关卡程序生成技术可以潜在地缓解这一问题。本研究主要针对游戏《Mem》,采用答案集编程的方法开发VVVVVV风格的关卡生成器。与此同时进行的实验。《VVVVVV》是一款2D解谜平台游戏,它使用重力方向的变化而不是跳跃来实现玩家的垂直移动[3]。在关卡生成器的开发过程中,我们创造了1万个关卡。我发现两代之间的平均总时间为45秒,ASP生成地图的平均时间为12秒[4]。这意味着显示生成的过程比生成ASP解决方案的时间长2 - 3倍。
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