{"title":"使用2D模型和机器学习创建随机游戏地图的程序生成平台","authors":"Nathan Lee, John Morris","doi":"10.5121/csit.2023.130916","DOIUrl":null,"url":null,"abstract":"As a video game developer, the most difficult problem I ran into was creating a map for the game, as it was difficult to create non repetitive and original gameplay [1]. My project proposes a solution to this problem as I use Answer Set Programming to create a program to procedurally generate maps for a video game [2]. In order to test its reliability, I allowed it to generate around 10,000 maps, stored the data of each of the maps, and used the common trends I find in the data to find problems with the program and fix it in the future. In developing a video game, level creation consumes a major portion of the development total time and level procedural generation techniques can potentially mitigate this problem. This research focused on developing a VVVVVV style level generator using Answer set programming for the game Mem.experiment which was developed at the same time. VVVVVV is a 2D puzzle platformer that uses changes in direction of gravity instead of jumping for the player's vertical movement [3]. During the development of the level generator, 10,000 levels were created. I found out that the average total time it took between generations is 45 seconds, and the average time for ASP to generate a map is 12 seconds [4]. This means that the process of displaying the generation took between 2x - 3x longer than generating the ASP solution.","PeriodicalId":176190,"journal":{"name":"Signal Image Processing and Multimedia","volume":"219 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-05-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"A Procedural Generation Platform to Create Randomized Gaming Maps using 2D Model and Machine Learning\",\"authors\":\"Nathan Lee, John Morris\",\"doi\":\"10.5121/csit.2023.130916\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"As a video game developer, the most difficult problem I ran into was creating a map for the game, as it was difficult to create non repetitive and original gameplay [1]. My project proposes a solution to this problem as I use Answer Set Programming to create a program to procedurally generate maps for a video game [2]. In order to test its reliability, I allowed it to generate around 10,000 maps, stored the data of each of the maps, and used the common trends I find in the data to find problems with the program and fix it in the future. In developing a video game, level creation consumes a major portion of the development total time and level procedural generation techniques can potentially mitigate this problem. This research focused on developing a VVVVVV style level generator using Answer set programming for the game Mem.experiment which was developed at the same time. VVVVVV is a 2D puzzle platformer that uses changes in direction of gravity instead of jumping for the player's vertical movement [3]. During the development of the level generator, 10,000 levels were created. I found out that the average total time it took between generations is 45 seconds, and the average time for ASP to generate a map is 12 seconds [4]. This means that the process of displaying the generation took between 2x - 3x longer than generating the ASP solution.\",\"PeriodicalId\":176190,\"journal\":{\"name\":\"Signal Image Processing and Multimedia\",\"volume\":\"219 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-05-27\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Signal Image Processing and Multimedia\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.5121/csit.2023.130916\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Signal Image Processing and Multimedia","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5121/csit.2023.130916","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
A Procedural Generation Platform to Create Randomized Gaming Maps using 2D Model and Machine Learning
As a video game developer, the most difficult problem I ran into was creating a map for the game, as it was difficult to create non repetitive and original gameplay [1]. My project proposes a solution to this problem as I use Answer Set Programming to create a program to procedurally generate maps for a video game [2]. In order to test its reliability, I allowed it to generate around 10,000 maps, stored the data of each of the maps, and used the common trends I find in the data to find problems with the program and fix it in the future. In developing a video game, level creation consumes a major portion of the development total time and level procedural generation techniques can potentially mitigate this problem. This research focused on developing a VVVVVV style level generator using Answer set programming for the game Mem.experiment which was developed at the same time. VVVVVV is a 2D puzzle platformer that uses changes in direction of gravity instead of jumping for the player's vertical movement [3]. During the development of the level generator, 10,000 levels were created. I found out that the average total time it took between generations is 45 seconds, and the average time for ASP to generate a map is 12 seconds [4]. This means that the process of displaying the generation took between 2x - 3x longer than generating the ASP solution.