Generating Procedural Dungeons Using Machine Learning Methods

Mariana Werneck, E. Clua
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引用次数: 3

Abstract

Procedural content generation (PCG) is a powerful tool to optimize creation of content in the game industry. However, it can lead to lack of control and mischaracterization of the game design, creating unbalanced or undesired situations. To overcome such problems, machine learning can be used to map important patterns of a game design and apply them in the PCG. Considering such aspects, this paper proposes a strategy for procedurally generating dungeons using ML techniques. We use Unity ML-Agents tool for the implementation, since dungeons are environments largely used in the industry that also require more control over its creation. The strategy used in this paper has proven to generate dungeons that respect room positioning design choices and maintains the game characterization. We conclude, after conducting a survey with users, that the generated dungeons presented reliable maps and showed to be more enjoyable and replayable than manually generated ones following the same design principles.
使用机器学习方法生成程序地牢
程序内容生成(PCG)是优化游戏产业内容创造的强大工具。然而,这可能导致缺乏控制和游戏设计的错误特征,创造不平衡或不受欢迎的情况。为了克服这些问题,机器学习可以用来映射游戏设计的重要模式,并将其应用到PCG中。考虑到这些方面,本文提出了一种使用ML技术程序生成地下城的策略。我们使用Unity ML-Agents工具来执行,因为地下城是行业中大量使用的环境,也需要对其创建进行更多控制。本文所使用的策略已被证明能够生成尊重房间定位设计选择并保持游戏特征的地下城。在对用户进行调查后,我们得出结论,生成的地下城呈现了可靠的地图,并且比遵循相同设计原则的手动生成的地下城更具乐趣和可重玩性。
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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