对 "Minecraft 中的生成设计 "竞赛中隐藏的评判标准的研究

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Jean-Baptiste Hervé;Christoph Salge;Henrik Warpefelt
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引用次数: 0

摘要

长期以来,人们一直使用程序生成技术来创建游戏内容。然而,这些系统中的许多目前都是以临时方式设计的,人们对导致生成器产生最成功结果的设计标准缺乏了解。在本研究中,我们对 2018-2020 年 Minecraft 中的生成设计竞赛的评委留言进行了定性分析。通过归纳主题分析,我们确定了有助于生成器创造 "好 "内容的核心设计标准--这里的 "好 "是指有趣或引人入胜。通过这项研究,我们确定了创建有趣聚落的核心设计标准是聚落环境的可用性、聚落内部的主题一致性以及在现实世界模拟中的锚定。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
An Examination of the Hidden Judging Criteria in the Generative Design in Minecraft Competition
Game content has long been created using procedural generation. However, many of these systems are currently designed in an ad-hoc manner, and there is a lack of knowledge around the design criteria that lead to generators producing the most successful results. In this study, we conduct a qualitative examination of the comments left by judges for the 2018–2020 Generative Design in Minecraft competition. Using the abductive thematic analysis, we identify the core design criteria that contribute to a generator that creates “good” content—here defined as interesting or engaging. By performing this study, we have identified that the core design criteria that create an interesting settlement are the usability of the settlement environment, the thematic coherence within the settlement, and an anchoring in real-world simulacra.
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来源期刊
IEEE Transactions on Games
IEEE Transactions on Games Engineering-Electrical and Electronic Engineering
CiteScore
4.60
自引率
8.70%
发文量
87
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