利用心理地图调试程序关卡设计

R. V. Rozen, J. Dormans, Georgia Samaritaki
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引用次数: 0

摘要

程序关卡生成提供了从单一规范生成许多游戏关卡的工具和技术。比起手工创造关卡,关卡设计师会使用自动创造过程的生成器。然而,迭代改进关卡设计需要将冒险、谜题和遭遇战的生成器编码成与生成内容不太相似的符号。提高关卡质量很困难,因为很难解释生成内容中可能出现的漏洞。我们认为调试需要特别注意。我们认为推动PCG领域的发展需要工具和调试技术来加速程序关卡设计并赋予关卡设计师权力。我们建议探索领域特定语言如何帮助创作关卡设计、验证生成器代码和调试生成内容中的问题。我们引入心理地图,这是一种表达房间、物体和路径之间空间关系的视觉语言。我们讨论了心理地图如何在生成前作为生成器蓝图,并在生成后作为投射问题的调试透镜。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Debugging Procedural Level Designs with Mental Maps
Procedural Level Generation provides tools and techniques for generating many game levels from a single specification. Instead of creating levels by hand, level designers make use of generators that automate the creation process. However, iteratively improving a level’s design requires encoding generators of adventures, puzzles and encounters in notations that bear little resemblance to generated content. Raising the level quality is difficult, because it is hard to reason about bugs that can manifest inside generated content. We take the position that debugging requires special attention. We argue that advancing the area of PCG calls for tools and debugging techniques that speed up procedural level design and empower level designers. We propose exploring how Domain-Specific Languages can help in authoring a level’s design, validating the generator’s code, and debugging issues in generated content. We introduce Mental Maps, a visual language that expresses the spacial relations between rooms, objects and paths. We discuss how Mental Maps can serve as generator blueprints before the generation happens, and as debugging lenses for projecting issues afterwards.
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