Procedural generation of complex stable structures for angry birds levels

Matthew Stephenson, Jochen Renz
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引用次数: 20

Abstract

This paper presents a procedural content generation algorithm for the physics-based puzzle game Angry Birds. The proposed algorithm creates complex stable structures using a variety of 2D objects. These are generated without the aid of pre-defined substructures or composite elements. The structures created are evaluated based on a fitness function which considers several important structural aspects. The results of this analysis in turn affects the likelihood of particular objects being chosen in future generations. Experiments were conducted on the generated structures in order to evaluate the algorithm's expressivity. The results show that the proposed method can generate a wide variety of 2D structures with different attributes and sizes.
《愤怒的小鸟》关卡复杂稳定结构的程序生成
本文提出了基于物理的益智游戏《愤怒的小鸟》的程序内容生成算法。该算法利用各种二维物体创建复杂的稳定结构。这些都是在没有预定义的子结构或复合元素的帮助下生成的。所创建的结构基于适应度函数进行评估,该函数考虑了几个重要的结构方面。这种分析的结果反过来又影响了未来几代人选择特定对象的可能性。对生成的结构进行了实验,以评价算法的表达能力。结果表明,该方法可以生成具有不同属性和尺寸的多种二维结构。
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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