程序程序关卡生成器

Manuel Kerssemakers, J. Tuxen, J. Togelius, Georgios N. Yannakakis
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引用次数: 45

摘要

程序内容生成(PCG)涉及自动生成游戏内容,如关卡、规则、纹理和道具。但是,内容生成器本身是否可以被视为内容,从而自动生成?如果有人想要避免为新游戏编写内容生成器,或者想要创建一个内容生成器,生成具有特定风格或主题的任意数量的内容,这将非常有用。本文提出了《超级马里奥兄弟》的程序程序关卡生成器,它是一种交互式进化算法,对基于代理的关卡生成器进行进化。人类用户会基于对生成关卡的几种看法(包括玩这些关卡的可能性)以及基于模拟的关卡可玩性评估,对自己喜欢的生成器做出美学判断。我们研究生成的关卡的特征,以及关卡之间和生成器之间的相似或不同程度。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A procedural procedural level generator generator
Procedural content generation (PCG) is concerned with automatically generating game content, such as levels, rules, textures and items. But could the content generator itself be seen as content, and thus generated automatically? This would be very useful if one wanted to avoid writing a content generator for a new game, or if one wanted to create a content generator that generates an arbitrary amount of content with a particular style or theme. In this paper, we present a procedural procedural level generator generator for Super Mario Bros. It is an interactive evolutionary algorithm that evolves agent-based level generators. The human user makes the aesthetic judgment on what generators to prefer, based on several views of the generated levels including a possibility to play them, and a simulation-based estimate of the playability of the levels. We investigate the characteristics of the generated levels, and to what extent there is similarity or dissimilarity between levels and between generators.
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