为程序生成的游戏关卡开发基于空间语法的评估方法

Emin Alp Biyik, Elif Surer
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引用次数: 1

摘要

在过去十年中,程序内容生成(PCG)在创造游戏元素(如纹理、游戏关卡和地图)方面发挥了重要的催化作用。尽管已经成功地应用于各种研究中,但仍然需要新的可靠的评估工具来评估生成的游戏内容的质量。程序生成游戏世界的一个局限性便是缺少空间配置。为了解决这个问题,本研究开发了一种评估方法来评估程序生成游戏世界的空间质量。为此,使用了空间语法,它包含了一组分析空间配置和运动的方法。将这些分析应用于作者开发的新游戏《鬼屋》,并从集成、连通性和深度距离三个方面对其性能进行了评估。结果表明,改变房间尺寸(即15x15, 25x25和35x35单位)会修改性能指标以及游戏设计参数——刷出点的数量(范围从1到4),关键轴(1到5)等等。所提出的方法是首次尝试创造各种改进的空间配置,并提供一种评估工具来分析关卡设计中的PCG算法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
DEVELOPING A SPACE SYNTAX-BASED EVALUATION METHOD FOR PROCEDURALLY GENERATED GAME LEVELS
Procedural content generation (PCG) has been an essential catalyzer in the last decade with its efficiency in creating game elements such as textures, game levels, and maps. Despite being successfully applied in various studies, new reliable evaluation tools are still needed to assess the quality of the generated game content. One example limitation of procedurally generated game worlds is the lacking spatial configuration. To address this issue, in this study, an assessment method was developed to evaluate the spatial quality of procedurally generated game worlds. For this purpose, Space Syntax was used, which incorporates a set of methods to analyze spatial configurations and movement. The analyses were applied to a new game developed by the authors —the Haunted House— and the performance was evaluated in terms of integration, connectivity, and depth distance. Results show that changing the room dimensions (i.e., 15x15, 25x25, and 35x35 units) modifies the performance measures as well as game design parameters —number of the spawning points (ranging from 1 to 4), critical axes (1 to 5), to name a few. The proposed approach is a first attempt to create various improved spatial configurations and provide an evaluation tool to analyze the PCG algorithms in level design.
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