Roguelike电子游戏关卡程序生成的混合方法

Alexander Gellel, P. Sweetser
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引用次数: 9

摘要

算法生成数据,即程序内容生成,在游戏开发行业中是一种极具吸引力的前景,可以创造出无限新鲜和多样化的内容。在本文中,我们基于对正式研究中使用的现有方法套件的检查,提出了一种生成roguelike地下城风格关卡的方法。我们的生成器旨在创建始终可玩的简单地下城风格的关卡布局。我们使用一种混合技术,结合上下文无关语法来生成级别描述和元胞自动机启发的过程来生成物理空间。当考虑到偶尔需要的纠正行动时,生成器能够成功地持续生成地下城布局,并始终保持足够变化的可完成性。我们得出结论,自动化关卡设计的混合方法具有巨大价值,并提出了一种评估地下城风格关卡内容的新启发式方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Hybrid Approach to Procedural Generation of Roguelike Video Game Levels
Algorithmic generation of data, known as procedural content generation, is an attractive prospect within the game development industry as a means of creating infinitely fresh and varied content. In this paper, we present an approach to level generation for roguelike dungeon style levels, based on our examination of the suite of existing approaches used in formal research. Our generator aims to create simple dungeon style level layouts that are always playable. We utilise a hybrid technique combining context free grammars to generate a description of levels and a cellular automata inspired process to generate the physical space. The generator proves successful at consistently generating dungeon layouts that maintain completability at all times with sufficient variation, when accounting for the occasional need for corrective actions. We conclude that there is substantial value in hybrid approaches to automated level design and propose a new heuristic by which to assess dungeon style level content.
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