平衡卡车:在手机游戏中使用众包数据生成程序玩法

M. Lewis, S. Arnab, L. Morini, Samantha Clarke, L. Klopfenstein, A. Bogliolo, S. Delpriori, Alex Masters
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引用次数: 2

摘要

在程序内容生成(PCG)研究领域,到目前为止,使用人群感知数据主要被用作收集信息和生成与游戏中的玩家体验和游戏美学相关的反馈的手段[1],[2]。然而,群体感应数据可以提供更多信息,提供一种看似未开发的信息字体,可以用于创造独特的PCG游戏空间或内容,同时为向用户传播群体感应材料提供一个可见的出口。本文研究了人群感知数据的一种使用,即创建一个将驻留在CROWD4ROADS (C4RS)[3]应用程序SmartRoadSense (SRS)[4]中的游戏。作者将以PCG的简短讨论开始。接下来,将介绍SRS应用程序的功能和目的。最后,本文将介绍SRS游戏“Balance Trucks”,讨论在其设计、开发和使用PCG中使用人群感知数据背后的概念。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Balance Trucks: Using Crowd-Sourced Data to Procedurally-Generate Gameplay within Mobile Games
Within the field of procedural content generation (PCG) research, the use of crowd-sensing data has, until now, primarily been used as a means of collecting information and generating feedback relating to player experience within games, and game aesthetics [1], [2]. However, crowd-sensing data can offer much more, supplying a seemingly untapped font of information which may be used within the creation of unique PCG game spaces or content, whilst providing a visible outlet for the dissemination of crowd-sensed material to users. This paper examines one such use of crowd-sensed data, the creation of a game which will reside within the CROWD4ROADS (C4RS) [3] application, SmartRoadSense (SRS) [4]. The authors will open with a brief discussion of PCG. Following this, an explanation of the features and aims of the SRS application will be provided. Finally, the paper will introduce 'Balance Trucks', the SRS game, discussing the concepts behind using crowd-sensed data within its design, its development and use of PCG.
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