基于自动测试的半自动关卡设计,适用于手持休闲游戏制作

E. Powley, S. Colton, Swen E. Gaudl, Rob Saunders, M. Nelson
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引用次数: 12

摘要

我们提供了一个原则证明,即具有新美学,游戏机制和玩家互动的新颖且引人入胜的手机休闲游戏可以直接在其目标设备上设计和测试。我们描述了包含生成艺术资产的Gamika iOS应用程序;设计界面能够创造基于物理的休闲游戏,包含多个关卡,从《青蛙》到《小行星》等等;可以提供关卡可玩性反馈的可配置自动测试器;自动微调引擎搜索关卡参数,使游戏能够通过一系列测试,并由自动测试员进行评估。执行的每个方面都代表着一个有很大改进空间的基线,我们呈现了一些实验结果,并描述了这些结果将如何指导Gamika的未来方向。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Semi-automated level design via auto-playtesting for handheld casual game creation
We provide a proof of principle that novel and engaging mobile casual games with new aesthetics, game mechanics and player interactions can be designed and tested directly on the device for which they are intended. We describe the Gamika iOS application which includes generative art assets; a design interface enabling the making of physics-based casual games containing multiple levels with aspects ranging from Frogger-like to Asteroids-like and beyond; a configurable automated playtester which can give feedback on the playability of levels; and an automated fine-tuning engine which searches for level parameterisations that enable the game to pass a battery of tests, as evaluated by the auto-playtester. Each aspect of the implementation represents a baseline with much room for improvement, and we present some experimental results and describe how these will guide the future directions for Gamika.
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