评估游戏设计中程序内容生成的可选元启发式算法

Sana Alyaseri
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摘要

程序内容生成(PCG)已经成为自动化游戏内容创造的一种强大方法,与传统游戏设计和开发过程相比,它在降低成本和节省时间方面具有显著优势。黄,2022)。虽然遗传算法(GAs)已广泛用于PCG,但粒子群优化(PSO)和人工蜂群(ABC)等替代元启发式算法已经证明了它们在不同问题领域提供高质量解决方案和高效优化能力方面的有效性(Amato, 2017)。然而,它们在PCG中的应用仍然有限。我的目标是评估PSO和ABC在地图布局生成中的性能,挑战传统使用的GAs。通过比较三种元启发式算法(GA, ABC和PSO),我试图评估这些方法在生成游戏关卡中的有效性,并确定它们在性能特征上的明显差异。综合实验,将遗传算法、ABC算法和粒子群算法应用于地图布局生成。聚合速度和内容质量等指标用于评估生成的游戏内容。我的研究结果表明,在生成游戏关卡时,ABC和PSO都比传统的GA实现具有优势,这表明它们具有增强PCG的潜力。在这次演讲中,我将分享在游戏关卡地图布局生成中比较三种元启发式算法(GA, PSO和ABC)的结果,强调利用不同算法方法创造更迷人和沉浸式游戏世界的潜在好处。最后,我将呼吁对这一领域进行进一步研究,以揭示内容生成的新可能性。通过考虑不同的元启发式方法,游戏开发者可以改进内容生成技术,创造出更具吸引力和互动性的玩家体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Evaluating Alternative Metaheuristic Algorithms for Procedural Content Generation in Game Design
Procedural Content Generation (PCG) has emerged as a powerful approach for automating game content creation, offering significant benefits in terms of cost reduction and time efficiency compared to traditional game design and development processes (Zhang, Zhang, & Huang, 2022). While Genetic Algorithms (GAs) have been widely used in PCG, alternative metaheuristic algorithms such as Particle Swarm Optimization (PSO) and Artificial Bee Colony (ABC) have demonstrated their effectiveness in delivering high-quality solutions and efficient optimization capabilities across different problem domains (Amato, 2017). However, their application in PCG remains limited. I aim to evaluate the performance of PSO and ABC in map layout generation, challenging the conventional use of GAs. By comparing three metaheuristic algorithms (GA, ABC, and PSO) I seek to assess the effectiveness of these approaches in generating game levels and identify any obvious differences in their performance characteristics. Comprehensive experiments are conducted, applying GA, ABC, and PSO to a map layout generation. Metrics like convergence speed and content quality are used to evaluate the generated game content. My findings reveal that both ABC and PSO demonstrate advantages over traditional GA implementations when generating game levels, indicating their potential for enhancing PCG. In this presentation, I will share the results of comparing three metaheuristic algorithms (GA, PSO, and ABC) in map layout generation for game levels, emphasizing the potential benefits of leveraging diverse algorithmic approaches to create more captivating and immersive game worlds. Also, I will conclude with a call for further research in this area to expose new possibilities in content generation. By considering varied metaheuristic approaches, game developers can improve content generation techniques and create more captivating and interactive player experiences.
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