在《超级马里奥兄弟》中通过学习建设性原语生成在线关卡

Peizhi Shi, Ke Chen
{"title":"在《超级马里奥兄弟》中通过学习建设性原语生成在线关卡","authors":"Peizhi Shi, Ke Chen","doi":"10.1109/cig.2016.7860397","DOIUrl":null,"url":null,"abstract":"In procedural content generation (PCG), how to assure the quality of procedural games and how to provide effective control for designers are two major challenges. To tackle these issues, this paper exploits the synergy between rule-based and learning-based methods to produce quality yet controllable game segments in Super Mario Bros (SMB), hereinafter named constructive primitives (CPs). Easy-to-design rules are employed for removal of apparently unappealing game segments, and subsequent data-driven quality evaluation function is learned based on designer's annotations to deal with more complicated quality issues. The learned CPs provide not only quality game segments but also an effective control manner at a local level for designers. As a result, a complete quality game level can be generated online by integrating relevant constructive primitives via controllable parameters. Extensive simulation results demonstrate that the proposed approach efficiently generates controllable yet quality game levels in terms of different quality measures.","PeriodicalId":6594,"journal":{"name":"2016 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"33 1","pages":"1-8"},"PeriodicalIF":0.0000,"publicationDate":"2016-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"11","resultStr":"{\"title\":\"Online level generation in Super Mario Bros via learning constructive primitives\",\"authors\":\"Peizhi Shi, Ke Chen\",\"doi\":\"10.1109/cig.2016.7860397\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In procedural content generation (PCG), how to assure the quality of procedural games and how to provide effective control for designers are two major challenges. To tackle these issues, this paper exploits the synergy between rule-based and learning-based methods to produce quality yet controllable game segments in Super Mario Bros (SMB), hereinafter named constructive primitives (CPs). Easy-to-design rules are employed for removal of apparently unappealing game segments, and subsequent data-driven quality evaluation function is learned based on designer's annotations to deal with more complicated quality issues. The learned CPs provide not only quality game segments but also an effective control manner at a local level for designers. As a result, a complete quality game level can be generated online by integrating relevant constructive primitives via controllable parameters. Extensive simulation results demonstrate that the proposed approach efficiently generates controllable yet quality game levels in terms of different quality measures.\",\"PeriodicalId\":6594,\"journal\":{\"name\":\"2016 IEEE Conference on Computational Intelligence and Games (CIG)\",\"volume\":\"33 1\",\"pages\":\"1-8\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-09-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"11\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2016 IEEE Conference on Computational Intelligence and Games (CIG)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/cig.2016.7860397\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 IEEE Conference on Computational Intelligence and Games (CIG)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/cig.2016.7860397","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 11

摘要

在程序内容生成(PCG)中,如何保证程序游戏的质量以及如何为设计师提供有效的控制是两大挑战。为了解决这些问题,本文利用基于规则和基于学习的方法之间的协同作用,在《超级马里奥兄弟》(SMB)中创造出高质量且可控的游戏片段,以下称为建设性原语(CPs)。简单的设计规则被用于删除明显不吸引人的游戏部分,随后的数据驱动的质量评估功能是基于设计师的注释来学习的,以处理更复杂的质量问题。学习的CPs不仅提供了高质量的游戏片段,还为设计师提供了一种有效的局部控制方式。因此,通过可控制的参数整合相关的构造原语,可以在线生成一个完整的质量游戏关卡。大量的仿真结果表明,该方法能够根据不同的质量度量有效地生成可控且高质量的博弈水平。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Online level generation in Super Mario Bros via learning constructive primitives
In procedural content generation (PCG), how to assure the quality of procedural games and how to provide effective control for designers are two major challenges. To tackle these issues, this paper exploits the synergy between rule-based and learning-based methods to produce quality yet controllable game segments in Super Mario Bros (SMB), hereinafter named constructive primitives (CPs). Easy-to-design rules are employed for removal of apparently unappealing game segments, and subsequent data-driven quality evaluation function is learned based on designer's annotations to deal with more complicated quality issues. The learned CPs provide not only quality game segments but also an effective control manner at a local level for designers. As a result, a complete quality game level can be generated online by integrating relevant constructive primitives via controllable parameters. Extensive simulation results demonstrate that the proposed approach efficiently generates controllable yet quality game levels in terms of different quality measures.
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
自引率
0.00%
发文量
0
×
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:481959085
Book学术官方微信