A case study of expressively constrainable level design automation tools for a puzzle game

Adam M. Smith, Erik Andersen, Michael Mateas, Zoran Popovic
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引用次数: 97

Abstract

Some problems in procedural content generation for games involve hard constraints (e.g. that a generated puzzle is necessarily solvable). Common techniques for generator design lack a way to specify crisp (yes/no) constraints on what counts as a valid content artifact and guarantee these constraints are satisfied in the generator's output. In this paper we present two independent implementations of three diverse level design automation tools for the popular online educational game Refraction. All of the systems guarantee key properties of their output. Applying a constraint-focused generator design perspective in depth, we found that even emergent aesthetic style properties were straightforward to directly control. Our results with Refraction provide further concrete evidence for the claim that the expressive power of constraints and the ease with which they can be incorporated into suitably designed generative processes makes them a powerful tool for producing reliably-controllable generators for game content.
解谜游戏中表达约束的关卡设计自动化工具的案例研究
游戏程序内容生成中的一些问题涉及硬约束(例如生成的谜题必须是可解决的)。常见的生成器设计技术缺乏一种方法来指定明确的(yes/no)约束,以确定什么是有效的内容工件,并保证这些约束在生成器的输出中得到满足。在本文中,我们为流行的在线教育游戏Refraction提供了三种不同的关卡设计自动化工具的两种独立实现。所有的系统都保证其输出的关键属性。深入应用以约束为中心的生成器设计视角,我们发现即使是突现的美学风格属性也可以直接控制。我们关于Refraction的研究结果进一步证明了约束的表现力以及它们能够轻松地整合到适当设计的生成过程中,使它们成为为游戏内容制作可靠可控生成器的强大工具。
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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