Towards Non-Technical Designer Control over PCG Systems: Investigating an Example-Based Mechanism for Controlling Graph Grammars

C. Harteveld, Abdelrahman Madkour, S. Marsella
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Abstract

Increasingly, PCG systems are developed to help game designers create content for their games. However, game designers have limited control over the content current PCG systems generate. We investigate an interaction mechanism non-technical users can use to control generative grammars without the need for understanding the grammar’s rules. To demonstrate this control mechanism, we present a system, built using a probabilistic graph grammar, that allows designers to specify their desired generative space by defining a region on an expressive range plot. We ran a user study with game design students to assess its viability. Our findings suggest that designers have an easier time controlling the grammar using this mechanism over manually interacting with grammars rules.
面向PCG系统的非技术设计控制:研究一种基于实例的图语法控制机制
越来越多的PCG系统被用于帮助游戏设计师为他们的游戏创造内容。然而,游戏设计师对当前PCG系统生成的内容控制有限。我们研究了一种非技术用户可以用来控制生成语法的交互机制,而不需要理解语法规则。为了演示这种控制机制,我们提出了一个使用概率图语法构建的系统,该系统允许设计师通过在表达范围图上定义一个区域来指定他们想要的生成空间。我们与游戏设计专业的学生一起进行了一项用户研究,以评估其可行性。我们的研究结果表明,设计师使用这种机制比手动与语法规则交互更容易控制语法。
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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