游戏世界的语义内容生成框架

M. Bennett
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引用次数: 2

摘要

随着游戏中的虚拟世界变得越来越大,越来越详细,对丰富的交互式内容的需求也越来越大。手工创建内容成本高,速度慢,而且一旦创建就无法扩展。过程内容生成提供了提供这种内容的一个有吸引力的替代方案。有几种方法可以生成不同类型的内容,包括地形和某些类型的生物。然而,这些方法很难控制,并且可能给出不一致的结果。为这些过程方法提供高级语义上下文的方法可能提供一种潜在的解决方案。这种方法还允许以可伸缩的方式适当地放置手动创建的内容。最后,语义知识可以用来注释内容,以实现更大的交互性和改进的人工智能。本文提出了这样一种方法。该方法利用语义网络存储虚拟世界潜在内容的知识,利用有状态图遍历算法将语义知识转化为具体实例,支持虚拟世界丰富复杂内容的程序化生成。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Semantic Content Generation Framework for Game Worlds
As virtual worlds in games become larger and more detailed, the need for rich, interactive content to realistically populate these worlds becomes greater. Content is expensive and slow to create manually and does not scale once created. Procedural content generation offers an attractive alternative for providing this content. There are several methods for generating different types of content including terrain and some types of organisms. However, these methods are hard to control and can give inconsistent results. A method of providing a high level, semantic context to such procedural methods may offer a potential solution. Such an approach may also allow manually created content to be placed appropriately and in a scalable manner in the world. Finally, semantic knowledge may be used to annotate content to allow greater interactivity and improved AI. This paper suggests such a method. Making use of semantic networks for storing knowledge about the potential content of the virtual world and using stateful graph traversal algorithms to convert the semantic knowledge into concrete instances, this method supports the procedural generation of rich complex content for virtual worlds.
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