自动等镜计算Minecraft

Jean-Baptiste Herv'e, Christoph Salge
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引用次数: 3

摘要

游戏的程序内容生成在研究和产业中都是一个不断发展的趋势,尽管对于内容看起来有多好以及如何自动评估它还没有达成共识。过去已经开发了许多度量标准,通常将重点放在作为整体的工件上,并且大多缺乏人类经验的基础。在这项研究中,我们开发了一套新的自动化度量标准,其动机来自建筑理念,即isovists,它具有捕捉人类空间体验的记录。这些指标可以从玩家的角度计算特定的游戏状态,并考虑到它们在游戏世界中的体现。我们将展示如何将这些参数应用于《我的世界》的3d块世界。我们使用了《我的世界》中GDMC定居点生成挑战生成的定居点数据集,并在等元属性和人类裁判给这些定居点的评级之间建立了几个基于排名的相关性。我们还制作了一系列热图,展示了该方法基于位置的适用性,这使得我们能够开发这些参数作为衡量特定时间和空间的游戏体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Automated Isovist Computation for Minecraft
Procedural content generation for games is a growing trend in both research and industry, even though there is no consensus on how good content looks, nor how to automatically evaluate it. A number of metrics have been developed in the past, usually focused on the artifact as a whole, and mostly lacking grounding in human experience. In this study, we develop a new set of automated metrics, motivated by ideas from architecture, namely isovists, which have a track record of capturing the human experience of space. These metrics can be computed for a specific game state, from the player’s perspective, and take into account their embodiment in the game world. We show how to apply those metrics to the 3d blockworld of Minecraft. We use a dataset of generated settlements from the GDMC Settlement Generation Challenge in Minecraft and establish several rank-based correlations between the isovist properties and the rating human judges gave those settlements. We also produce a range of heat maps that demonstrate the location-based applicability of the approach, which allows for the development of those metrics as measures for a game experience at a specific time and space.
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