Shopping for Game levels: A Visual Analytics Approach to Exploring Procedurally Generated Content

Ahmed M. Abuzuraiq, Osama Alsalman, H. Erhan
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Abstract

Procedural content generation techniques can be used during game design to aid in exploration and expedite the content creation process. But this comes with the challenge of exploring a large quantity of generated content. This challenge is exacerbated by the lack of proper supporting tools. We contend that such tools should encourage exploration, and respect the nature of design judgment. We present a visual analytics tool, DesignSense, developed as a response to a similar challenge in the architectural design domain. In a case study, we applied DesignSense to a dataset of generated levels for a puzzle game. The initial observations suggest a match between the task described and the features present in DesignSense with room for improvement concerning its integration with the game development process.
购买游戏关卡:探索程序生成内容的视觉分析方法
程序内容生成技术可以用于游戏设计,帮助探索和加速内容创造过程。但这也伴随着探索大量生成内容的挑战。由于缺乏适当的支持工具,这一挑战更加严峻。我们认为这些工具应该鼓励探索,并尊重设计判断的本质。我们提出了一个可视化分析工具,DesignSense,作为对建筑设计领域类似挑战的回应而开发。在一个案例研究中,我们将DesignSense应用于一款益智游戏的生成关卡数据集。最初的观察结果表明,所描述的任务与DesignSense所呈现的功能之间存在匹配,并且在与游戏开发过程的整合方面存在改进空间。
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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