Evolving Dungeon Maps With Locked Door Missions

L. T. Pereira, Paulo V. S. Prado, C. Toledo
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引用次数: 5

Abstract

The present paper proposes an evolutionary algorithm for procedural content generation of dungeon maps together with locked door missions. The algorithm evolves a tree structure which contains information of a dungeon. The aim is to converge the generated dungeons as close as possible to the input configuration set by a game designer. The dungeon holds information about rooms such as their number, connections between them and position in a 2D map (also knows as grid). It also contains relevant semantic information for generating narrative properties in the dungeon. Those are the placement of keys and locks in it, in a feasible way. Results show the algorithm is able to create dungeons within the desired configurations for a large set of different inputs. Also, they show the generated maps are perceived as human-designed, and evoke similar opinions of fun and difficulty when compared to human-designed maps.
带有锁门任务的地下城地图
本文提出了一种用于地牢地图和锁门任务的程序内容生成的进化算法。该算法进化出一个包含地下城信息的树状结构。其目的是使生成的地下城尽可能接近游戏设计师设置的输入配置。地下城保存着关于房间的信息,如它们的数量,它们之间的连接以及在2D地图中的位置(也称为网格)。它还包含了在地下城中生成叙事属性的相关语义信息。这些是钥匙和锁的位置,以一种可行的方式。结果表明,该算法能够在大量不同输入的期望配置中创建地下城。此外,它们还表明,生成的地图被认为是人为设计的,与人为设计的地图相比,它们对乐趣和难度的看法相似。
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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