Generating Rooms using Generative Grammars and Genetic Algorithms

Artur O. R. Franco, Wellington Franco, J. G. R. Maia, M. F. Castro
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引用次数: 1

Abstract

Bi-dimensional game environments are usually not designed as a single piece, but built on top of smaller pieces called tiles which, are typically grouped into tilesets. These work as a palette for creating backgrounds, so the resulting map also demands careful positioning of game objects. However, many modern games demand a high volume of scenarios composed of a myriad of tilesets, i.e., creating this kind of game content may be difficult and challenging for humans, so Procedural Content Generation (PCG) techniques can be used to address this problem. In this paper, we propose a novel PCG technique to speed up this process. We model generative grammars whose association rules yield strings that represent the objects arranged in the scene. We show that it is possible to define simple generation directives leaving it to a genetic algorithm process to control the best distributions of weights on the rules. We evaluate our technique under the scenario of generating game rooms for the popular JRPG (Japanese Role-Playing Game), resulting in varied and good-looking rooms.
使用生成语法和遗传算法生成房间
二维游戏环境通常不会被设计成一个单独的组件,而是建立在更小的组件(称为tiles)之上,这些组件通常被组合成tiles set。这些作为创建背景的调色板,因此生成的地图也需要仔细定位游戏对象。然而,许多现代游戏都需要大量由无数砖块组成的场景,也就是说,创造这类游戏内容对人类来说可能是困难和具有挑战性的,所以程序内容生成(PCG)技术可以用来解决这个问题。在本文中,我们提出了一种新的PCG技术来加速这一过程。我们对生成语法建模,生成语法的关联规则产生表示场景中排列的对象的字符串。我们表明,可以定义简单的生成指令,将其留给遗传算法过程来控制规则上权重的最佳分布。我们在为流行的JRPG(日本角色扮演游戏)生成游戏房间的场景下评估了我们的技术,从而产生了多种多样且好看的房间。
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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