关于水平段的连接

Colan F. Biemer, Seth Cooper
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引用次数: 4

摘要

程序内容生成的一个日益普遍的研究领域是关卡片段的创造:可以用来形成更大关卡的短片段。以前的工作使用串联来形成这些更大的层次。然而,即使片段本身是可完成且结构良好的,连接也可能无法产生可完成的关卡,并可能导致游戏内部结构破碎(例如《马里奥》中的畸形管道)。我们以三款基于贴图的游戏来说明这一点:横向卷轴平台游戏、垂直平台游戏和自上而下的roguelike游戏。为了解决这个问题,我们提出了一个马尔可夫链和一个树搜索算法,它可以找到两个关卡段之间的链接,它使用过滤器来确保链接段中的可完成性和完整的游戏内结构。我们进一步表明,这些链接在多段水平上工作得很好。我们发现这种方法可以可靠地找到分段之间的联系,并且可以定制以满足设计师的需求。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
On Linking Level Segments
An increasingly common area of study in procedural content generation is the creation of level segments: short pieces that can be used to form larger levels. Previous work has used concatenation to form these larger levels. However, even if the segments themselves are completable and well-formed, concatenation can fail to produce levels that are completable and can cause broken in-game structures (e.g. malformed pipes in Mario). We show this with three tile-based games: a side-scrolling platformer, a vertical platformer, and a top-down roguelike. To address this, we present a Markov chain and a tree search algorithm that finds a link between two level segments, which uses filters to ensure completability and unbroken in-game structures in the linked segments. We further show that these links work well for multi-segment levels. We find that this method reliably finds links between segments and is customizable to meet a designer’s needs.
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