Human computation for procedural content generation in platform games

W. M. P. Reis, Levi H. S. Lelis, Y. Gal
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引用次数: 13

Abstract

One of the major challenges in procedural content generation in computer games is to automatically evaluate whether the generated content has good quality. In this paper we describe a system which uses human computation to evaluate small portions of levels generated by an existing system for the game of Infinite Mario Bros. Several such evaluated portions are then combined into a full level of the game. The composition of the small portions into a full level is done by accounting for the human-annotated information and the mathematical model of tension arcs used in interactive drama and storytelling. We tested our system with human subjects and the results show that our approach is able to generate levels with better visual aesthetics and that are more enjoyable to play than other existing approaches.
平台游戏中程序内容生成的人工计算
在电脑游戏中,程序内容生成的主要挑战之一是自动评估生成的内容是否具有良好的质量。在本文中,我们描述了一个系统,该系统使用人类计算来评估由《无限马里奥兄弟》游戏的现有系统生成的小部分关卡,然后将几个这样的评估部分组合成游戏的完整关卡。将小的部分组合成一个完整的关卡是通过考虑人类注释的信息以及在互动戏剧和故事叙述中使用的紧张弧线的数学模型来完成的。我们用人类受试者测试了我们的系统,结果表明我们的方法能够生成具有更好视觉美学的关卡,并且比其他现有方法更有趣。
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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