Procedural Content Generation: Goals, Challenges and Actionable Steps

J. Togelius, A. Champandard, P. Lanzi, Michael Mateas, Ana Paiva, M. Preuss, Kenneth O. Stanley
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引用次数: 91

Abstract

This chapter discusses the challenges and opportunities of procedural content generation (PCG) in games. It starts with defining three grand goals of PCG, namely multi-level multicontent PCG, PCG-based game design and generating complete games. The way these goals are defined, they are not feasible with current technology. Therefore we identify nine challenges for PCG research. Work towards meeting these challenges is likely to take us closer to realising the three grand goals. In order to help researchers get started, we also identify five actionable steps, which PCG researchers could get started working on immediately.
程序内容生成:目标、挑战和可操作步骤
这一章将讨论游戏中的程序内容生成(PCG)所面临的挑战和机遇。本文首先定义了PCG的三大目标,即多层次多内容PCG、基于PCG的游戏设计和生成完整游戏。这些目标的定义方式,在当前的技术条件下是不可行的。因此,我们确定了PCG研究面临的九个挑战。努力应对这些挑战,可能会使我们更接近实现三大目标。为了帮助研究人员开始,我们还确定了五个可操作的步骤,PCG研究人员可以立即开始工作。
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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