Application of Generative Artificial Intelligence AIGC Technology Under Neural Network Algorithm in Game Character Art Design

IF 4 3区 经济学 Q1 ECONOMICS
Jiaqi Li, Qinchuan Liu
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Abstract

This paper aims to improve the efficiency and quality of game character design through artificial intelligence for generative content (AIGC). Firstly, an image extraction model based on a convolutional neural network and a game character image generation model based on a generative adversarial networks model is designed. Then, experiments are used to evaluate the loss of the model, and the performance of AIGC technology and traditional game character design methods is compared. The experimental results show that the average realism of game characters generated by the AIGC method is 0.85, which is higher than that of the traditional method of 0.82. The average value of the peak signal-to-noise ratio is 15.71, which is significantly better than the traditional method of 11.24. In addition, the Fréchet Inception Distance indicator suggests that the average of the AIGC method is 1.14, which is lower than the traditional method of 2.33. The learned perceptual image patch similarity averages 1.16, which is closer to the real sample than the traditional method of 2.17. Meanwhile, the game character design generated by AIGC technology only takes 0.85 h on average, which is much lower than the 3 h of traditional methods. Also, the uniqueness analysis of samples generated by AIGC is carried out. It is found that about 80 out of 100 generated samples are unique, indicating that the diversity of samples generated by AIGC is high, and the character design is quite different. The results show that AIGC technology has important application potential in in-game character design, which can provide higher-quality, more realistic, and diversified game character design to improve game experience and competitiveness.

Abstract Image

神经网络算法下的生成式人工智能 AIGC 技术在游戏角色美术设计中的应用
本文旨在通过人工智能生成内容(AIGC)提高游戏角色设计的效率和质量。首先,设计了基于卷积神经网络的图像提取模型和基于生成对抗网络模型的游戏角色图像生成模型。然后,通过实验来评估模型的损失,并比较 AIGC 技术和传统游戏角色设计方法的性能。实验结果表明,AIGC 方法生成的游戏角色平均真实度为 0.85,高于传统方法的 0.82。峰值信噪比的平均值为 15.71,明显优于传统方法的 11.24。此外,弗雷谢特起始距离指标表明,AIGC 方法的平均值为 1.14,低于传统方法的 2.33。学习到的感知图像补丁相似度平均为 1.16,比传统方法的 2.17 更接近真实样本。同时,利用 AIGC 技术生成的游戏角色设计平均只需 0.85 小时,远低于传统方法的 3 小时。此外,还对 AIGC 生成的样本进行了唯一性分析。结果发现,在 100 个生成的样本中,约有 80 个是唯一的,这表明 AIGC 生成的样本具有很高的多样性,而且特征设计也大不相同。结果表明,AIGC 技术在游戏角色设计中具有重要的应用潜力,可以提供更高质量、更逼真、更多样化的游戏角色设计,从而提高游戏体验和竞争力。
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来源期刊
CiteScore
5.90
自引率
27.30%
发文量
228
期刊介绍: In the context of rapid globalization and technological capacity, the world’s economies today are driven increasingly by knowledge—the expertise, skills, experience, education, understanding, awareness, perception, and other qualities required to communicate, interpret, and analyze information. New wealth is created by the application of knowledge to improve productivity—and to create new products, services, systems, and process (i.e., to innovate). The Journal of the Knowledge Economy focuses on the dynamics of the knowledge-based economy, with an emphasis on the role of knowledge creation, diffusion, and application across three economic levels: (1) the systemic ''meta'' or ''macro''-level, (2) the organizational ''meso''-level, and (3) the individual ''micro''-level. The journal incorporates insights from the fields of economics, management, law, sociology, anthropology, psychology, and political science to shed new light on the evolving role of knowledge, with a particular emphasis on how innovation can be leveraged to provide solutions to complex problems and issues, including global crises in environmental sustainability, education, and economic development. Articles emphasize empirical studies, underscoring a comparative approach, and, to a lesser extent, case studies and theoretical articles. The journal balances practice/application and theory/concepts.
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