基于BeatTheBeat音乐的手机游戏程序内容生成

Annika Jordan, Dimitri Scheftelowitsch, Jan Lahni, Jannic Hartwecker, Matthew D. Kuchem, Mirko Walter-Huber, N. Vortmeier, Tim Delbrügger, Ümit Güler, Igor Vatolkin, M. Preuss
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引用次数: 18

摘要

我们呈现了一款多人手机游戏,它采用全自动音乐特征提取来创造“关卡”,从而程序化地生成游戏内容。从歌曲池(及其特征)开始,使用自组织地图将音乐组织成六角形棋盘,以便每个字段包含一首歌曲和三个小游戏中的一个,然后可以使用歌曲作为背景和内容提供者进行播放。游戏是完全异步的:没有回合,玩家可以随时开始和停止游戏。一项偏好学习风格的实验调查了用户是否能够区分与音乐相匹配的水平和随机选择的水平,以查看用户是否获得了联系,但与此同时,这些水平并不是太可预测的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
BeatTheBeat music-based procedural content generation in a mobile game
We present a multi-player mobile game that employs fully automated music feature extraction to create `levels' and thereby produce game content procedurally. Starting from a pool of songs (and their features), a self-organizing map is used to organize the music into a hexagonal board so that each field contains a song and one of three minigames which can then be played using the song as background and content provider. The game is completely asynchronous: there are no turns, players can start and stop to play anytime. A preference-learning style experiment investigates whether the user is able to discriminate levels that match the music from randomly chosen ones in order to see if the user gets the connection, but at the same time, the levels do not get too predictable.
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