过山车的程序生成

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Jonathan Campbell;Clark Verbrugge
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引用次数: 0

摘要

《RollerCoaster Tycoon》这款电子游戏需要创造适合各种游戏参数的过山车轨道,同时也需要确保在物理和空间界限方面具有可行的结构。因此,程序化地创建这些内容是一个挑战。在这项工作中,我们通过使用马尔可夫链和各种深度学习方法探索了过山车轨道生成的多种方法。我们的研究表明,根据游戏对成功的衡量,我们可以获得相对较好的赛道,强化学习允许对生成的赛道进行更多控制,并提供不同的骑手体验。对多重测量的关注使我们的工作扩展到从现实世界的研究中得出的其他轨道属性。本文扩展了之前的出版物,为我们的强化学习代理添加了一个新的奖励函数,并进一步分析了生成的轨道,包括测量骑手兴奋程度随时间变化的度量,修订的新颖性度量和可控制性分析。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Procedural Generation of Rollercoasters
The RollerCoaster Tycoon video game involves creating rollercoaster tracks that optimize for various game metrics while also being constrained by the need to ensure a feasible structure in terms of physical and spatial bounds. Creating these procedurally is, thus, a challenge. In this work, we explore multiple approaches to rollercoaster track generation through the use of Markov chains and various deep learning methods. We show that we can achieve relatively good tracks in terms of the game's measurement of success and that reinforcement learning allows for more control of the generated tracks and for different rider experiences. A focus on multiple measures allows our work to extend to other track properties drawn from real-world research. This article extends a previous publication by adding a new reward function for our reinforcement learning agent as well as further analyses of the generated tracks, including a metric measuring rider excitement over time, a revised novelty metric, and an analysis of controllability.
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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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