Progressive Content Generation Based on Cyclic Graph for Generate Dungeon

Muhammad Anshar, R. Sumiharto, Moh Edi Wibowo
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Abstract

Dungeon is level in game consisting collection of rooms and doors with obstacles inside. To make good level, takes a lot of time. With Procedural Content Generation (PCG), dungeons can be created automatically. One of the approaches in PCG to create levels is progressive. Progressive approach produces timeline as representation of the interactions in the game. Timeline representation that is in the form of one straight line is good for endless runner, but for dungeon, the levels are linear. In this research, the timeline is changed to cyclic graph. Cyclic graph is formed using graph grammar algorithm. This research aims to build dungeon that has not linear and minimal dead ends. To eliminate linearity in dungeons, branching in dungeons needs to be formed. The steps carried out in this research are designing graph grammar rules, generating population of graphs, evaluating graphs with fitness values, and building dungeons. Four functions are used to determine the fitness value: shortest vertices, average duration, replayability, and variation. Dungeons produced with progressive approach manage to minimize linearity in dungeons. Dungeon formation is very dependent on the rule grammar that forms it. With the evaluation process, linear dungeons resulting from grammar rules can be minimized.
基于循环图的生成地下城渐进式内容生成
地下城是游戏中的关卡,由房间和门组成,里面有障碍物。要做出好的关卡,需要花费大量的时间。使用程序内容生成(PCG),可以自动创建地下城。PCG中创造关卡的方法之一便是渐进式。渐进式方法将时间轴作为游戏互动的代表。以直线形式呈现的时间轴表现对于无尽奔跑者来说很好,但对于地下城来说,关卡则是线性的。在本研究中,将时间轴改为循环图。利用图语法算法生成循环图。这项研究的目的是建造一个没有线性和最小死角的地下城。为了消除地下城中的线性,需要在地下城中形成分支。本研究的步骤是设计图的语法规则,生成图的总体,用适应度值评估图,以及构建地下城。四个函数用于确定适应度值:最短顶点、平均持续时间、重玩性和变化。采用渐进式方法制作的《地下城》设法将地下城中的线性最小化。地下城的形成非常依赖于形成它的规则语法。通过评估过程,可以最小化由语法规则产生的线性地牢。
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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20
审稿时长
12 weeks
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