合作游戏的程序内容生成

IF 2.8 4区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
José Bernardo Rocha;Rui Prada
{"title":"合作游戏的程序内容生成","authors":"José Bernardo Rocha;Rui Prada","doi":"10.1109/TG.2025.3530419","DOIUrl":null,"url":null,"abstract":"In this article, we conduct a systematic review on procedural content generation (PCG) for cooperative games. Our main goal was exploring the state of the art in this area of research, and, in particular, its application to level generation for cooperative games. Another objective was determining how generating content for cooperative games could be different from generating content for other types of games. Our results showed a lack of research in this particular application of PCG. Despite this, we found a variety of use cases of PCG for cooperative games, most of them related to <italic>autonomous generation</i> and <italic>co-creative and mixed-initiative design</i>. In addition, we found a variety of methods and techniques being used to generate levels for cooperative games that covered the broad categories we used to condense this information. Concerning the differences between generating content for cooperative games and generating content for other types of games, the studies we found suggested that PCG for cooperative games should take into account the design specificities of cooperative games—the types of tasks, cooperative game design patterns and game mechanics used to incentivize and support cooperative gameplay.","PeriodicalId":55977,"journal":{"name":"IEEE Transactions on Games","volume":"17 3","pages":"545-557"},"PeriodicalIF":2.8000,"publicationDate":"2025-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Procedural Content Generation for Cooperative Games—A Systematic Review\",\"authors\":\"José Bernardo Rocha;Rui Prada\",\"doi\":\"10.1109/TG.2025.3530419\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In this article, we conduct a systematic review on procedural content generation (PCG) for cooperative games. Our main goal was exploring the state of the art in this area of research, and, in particular, its application to level generation for cooperative games. Another objective was determining how generating content for cooperative games could be different from generating content for other types of games. Our results showed a lack of research in this particular application of PCG. Despite this, we found a variety of use cases of PCG for cooperative games, most of them related to <italic>autonomous generation</i> and <italic>co-creative and mixed-initiative design</i>. In addition, we found a variety of methods and techniques being used to generate levels for cooperative games that covered the broad categories we used to condense this information. Concerning the differences between generating content for cooperative games and generating content for other types of games, the studies we found suggested that PCG for cooperative games should take into account the design specificities of cooperative games—the types of tasks, cooperative game design patterns and game mechanics used to incentivize and support cooperative gameplay.\",\"PeriodicalId\":55977,\"journal\":{\"name\":\"IEEE Transactions on Games\",\"volume\":\"17 3\",\"pages\":\"545-557\"},\"PeriodicalIF\":2.8000,\"publicationDate\":\"2025-01-15\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"IEEE Transactions on Games\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://ieeexplore.ieee.org/document/10843291/\",\"RegionNum\":4,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Transactions on Games","FirstCategoryId":"94","ListUrlMain":"https://ieeexplore.ieee.org/document/10843291/","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE","Score":null,"Total":0}
引用次数: 0

摘要

在本文中,我们将对合作游戏中的程序内容生成(PCG)进行系统回顾。我们的主要目标是探索这一领域的研究现状,特别是将其应用于合作游戏的关卡生成。另一个目标是确定合作游戏的内容生成与其他类型游戏的内容生成有何不同。我们的研究结果表明,在PCG的这一特殊应用方面缺乏研究。尽管如此,我们还是在合作游戏中发现了PCG的各种用例,其中大多数与自主生成、共同创造和混合主动设计有关。此外,我们还发现了多种用于为合作游戏生成关卡的方法和技术,这些方法和技术涵盖了我们用来浓缩这些信息的广泛类别。关于为合作游戏生成内容与为其他类型的游戏生成内容之间的差异,我们发现的研究表明,合作游戏的PCG应该考虑到合作游戏的设计特点——任务类型、合作游戏设计模式和用于激励和支持合作游戏玩法的游戏机制。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Procedural Content Generation for Cooperative Games—A Systematic Review
In this article, we conduct a systematic review on procedural content generation (PCG) for cooperative games. Our main goal was exploring the state of the art in this area of research, and, in particular, its application to level generation for cooperative games. Another objective was determining how generating content for cooperative games could be different from generating content for other types of games. Our results showed a lack of research in this particular application of PCG. Despite this, we found a variety of use cases of PCG for cooperative games, most of them related to autonomous generation and co-creative and mixed-initiative design. In addition, we found a variety of methods and techniques being used to generate levels for cooperative games that covered the broad categories we used to condense this information. Concerning the differences between generating content for cooperative games and generating content for other types of games, the studies we found suggested that PCG for cooperative games should take into account the design specificities of cooperative games—the types of tasks, cooperative game design patterns and game mechanics used to incentivize and support cooperative gameplay.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
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
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信