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An experiment in automatic content generation for platform games

机译:平台游戏自动生成内容的实验

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Computer platform games are an innovative measure to improve the strategic abilities of the player. However due to the repetitive nature of game levels, the players lack interest. Procedural Content Generation (PCG) is a technique to overcome such issues. PCG generates endless and adaptive levels but most of the PCG techniques have catastrophic failures that make the game unplayable. The focus of our work is to produce reliable levels for platform games. For this purpose, a well known game Mario was selected. In our previous effort, we identified some catastrophic failures in offline level generation for Mario and now we present a novel technique that is catastrophic failure free and generates adaptive and reliable levels. This content generation process will insure dynamic difficulty adjustment (DDA) in games as players start with different skill levels and games become unexcitingly easy for some players and disturbingly difficult for others.
机译:电脑平台游戏是提高玩家战略能力的一项创新措施。然而,由于游戏级别的重复性,玩家缺乏兴趣。程序内容生成(PCG)是一种克服此类问题的技术。 PCG产生无尽的适应性关卡,但是大多数PCG技术都有灾难性的故障,使游戏无法玩。我们工作的重点是为平台游戏产生可靠的关卡。为此,选择了著名的游戏《马里奥》。在我们以前的工作中,我们确定了Mario离线关卡生成中的一些灾难性故障,现在我们提出了一种新的技术,该技术无灾难性故障并且可以生成自适应和可靠的关卡。这种内容生成过程将确保游戏中的动态难度调整(DDA),因为玩家从不同的技能水平入手,而游戏对某些玩家而言变得异常轻松,而对其他玩家而言则变得非常困难。

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