什么是程序内容生成?马里奥在边缘

J. Togelius, Emil Kastbjerg, D. Schedl, Georgios N. Yannakakis
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引用次数: 148

摘要

我们试图通过将程序内容生成(PCG)与其他容易混淆的游戏内容生成形式进行对比,并通过讨论PCG的某些属性(有时被认为是必要的,但实际上并非如此)来澄清它的概念。在明确了什么是PCG和什么不是PCG之后,我们呈现了《无限马里奥兄弟》的两个版本内容生成系统,这两个版本的设计就是为了质疑这些相同的界限。我们认为,根据我们自己的定义,一个版本的系统是PCG的一个例子,而另一个不是,即使他们大部分是相同的。我们希望本文能够回答一些问题,同时提出其他问题,并激励研究人员和开发人员在开发内容生成技术时寻找一些不太常见的基础。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
What is procedural content generation?: Mario on the borderline
We try to clarify the concept of procedural content generation (PCG) through contrasting it to other forms of content generation in games with which it could easily be mistaken, and through discussing some properties of PCG which are sometimes thought of as necessary but are actually not. After drawing up some clear demarcations for what is and what is not PCG, we present two versions of a content generation system for Infinite Mario Bros which is intentionally designed to question these same demarcations. We argue that, according to our own definition, one version of the system is an example of PCG while the other is not, even though they are mostly identical. We hope that this paper answers some questions but raises others, and inspires researchers and developers to thread some less common ground in developing content generation techniques.
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