运用深度学习技术评估多人关卡设计

Conor Stephens, C. Exton
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引用次数: 2

摘要

本文提出了一个衡量多人游戏非对称关卡设计公平性的新框架。这项工作使用深度学习实现了对不对称水平平衡程度的实时预测。提议的框架既节省了成本,也节省了时间,因为它消除了大量设计关卡的要求,也无需收集玩家数据样本。这一领域的进步是通过深度强化学习(开发者可以使用Unity的ML-Agents框架)和过程内容生成(PCG)的结合实现的。这种合并的结果是获取加速训练数据,这是通过并行模拟建立的。本文展示了一款简单的双人自上而下射击游戏的建议方法,该游戏使用了moremmountains:自上而下引擎(流行游戏引擎Unity 3D的扩展)。关卡的生成方法与Vlambeer发行的跨平台Roguelike游戏《Nuclear Throne》中的PCG方法相同。这种方法很容易实现,允许游戏开发者使用预测实时测试人类设计的内容。这项研究是开源的,可以在Github上获得:https://github.com/Taikatou/top-down-shooter。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Assessing Multiplayer Level Design Using Deep Learning Techniques
This paper proposes a new framework to measure the fairness of asymmetric level-design in multiplayer games. This work achieves real time prediction of the degree to which asymmetric levels are balanced using deep learning. The proposed framework provides both cost and time savings, by removing the requirement of numerous designed levels and the need to gather player data samples. This advancement with the field is possible through the combination of deep reinforcement learning (made accessible to developers with Unity’s ML-Agents framework), and Procedural Content Generation (PCG). The result of this merger is the acquisition of accelerated training data, which is established using parallel simulations. This paper showcases the proposed approach on a simple two player top-down -shooter game implemented using MoreMountains: Top Down Engine an extension to Unity 3D a popular game engine. Levels are generated using the same PCG approaches found in ’Nuclear Throne’ a popular cross platform Roguelike published by Vlambeer. This approach is accessible and easy to implement allowing games developers to test human-designed content in real time using the predictions. This research is open source and available on Github: https://github.com/Taikatou/top-down-shooter.
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