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An approach to level design using procedural content generation and difficulty curves

机译:一种使用过程内容生成和难度曲线进行关卡设计的方法

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Level design is an art which consists of creating the combination of challenge, competition, and interaction that players call fun and involves a careful and deliberate development of the game space. When working with procedural content generation, it is necessary to review how the game designer sets the change in difficulty throughout the different levels. In this paper we present a procedural level generator that can be used for different games and is based on a genetic algorithm. We define a fitness function that does not depend on the game or content type. This function calculates the difference between the difficulty curve defined by the designer and the difficulty curve calculated for the candidate content, so the best content is the one whose difficulty curve best fits the desired curve. To design our generator, we rely on the concept of flow, theories of fun and game design.
机译:关卡设计是一门艺术,包括创造挑战,竞争和互动的组合,玩家称之为乐趣,并且涉及游戏空间的精心设计。使用程序内容生成时,有必要回顾游戏设计师如何在不同级别上设置难度的变化。在本文中,我们介绍了一种基于遗传算法的可用于不同游戏的程序级生成器。我们定义了一个不依赖于游戏或内容类型的适应度函数。此函数计算设计者定义的难度曲线与为候选内容计算的难度曲线之间的差,因此最佳内容是其难度曲线最适合所需曲线的内容。在设计发电机时,我们依赖于流程,娱乐理论和游戏设计的概念。

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