A Survey of Procedural Content Generation for Games

Yuzhong Zhang, Guixuan Zhang, Xinyuan Huang
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引用次数: 2

Abstract

With the continuous development of video game, the complexity of video game is gradually increasing. Besides, the cost of manually creating video game content keeps increasing although it is already very expensive. Nowadays, the cost of Game development is gradually prohibitive. In the process of a 3A game development, tens of millions development budget is spent on creating game content. In order to curb the increasing consumption of time and money, Procedural Content Generation for Games (PCG-G) has become a popular way to solve these problems by automatic game content generation. This paper reviews the PCG-G research. Firstly, we introduce what PCG-G is and its development. Then we classify PCG-G into three groups which include traditional methods, search-based methods and machine learning methods. Finally, we will show cases of PCG-G application in video games, introduce what effect PCG-G has on the game player experience and some problem of PCG-G.
关于游戏程序内容生成的调查
随着电子游戏的不断发展,电子游戏的复杂性也在逐渐增加。此外,手工制作电子游戏内容的成本一直在增加,尽管它已经非常昂贵了。如今,游戏开发的成本越来越高。在3A游戏的开发过程中,数千万的开发预算都花在了创造游戏内容上。为了控制不断增加的时间和金钱消耗,游戏程序内容生成(Procedural Content Generation for Games, PCG-G)已经成为一种通过自动生成游戏内容来解决这些问题的流行方法。本文对PCG-G的研究进行了综述。首先,我们介绍了什么是PCG-G及其发展。然后将PCG-G分为传统方法、基于搜索的方法和机器学习方法三大类。最后,我们将通过视频游戏中PCG-G应用的案例,介绍PCG-G对玩家游戏体验的影响以及PCG-G存在的问题。
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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