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Automatic Game World Generation for Platformer Games Using Genetic Algorithm

机译:使用遗传算法的平台游戏自动生成游戏世界

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Most of the games rely on the game designer to design the level and environment. Increasing of game environment space scale followed by increasing of time and cost. Procedural Content Generation (PCG) is a method to solve this problem by generating a game environment space. In this paper, a PCG method proposed using a genetic algorithm approach to solve the problem in generating game environment. Transition graph adapted in the proposed method to make PCG generate difficulty level. The Index-based approach used to display the biome sequence. This approach displays the biome according to its index in the sequence.
机译:大多数游戏都依靠游戏设计师来设计关卡和环境。游戏环境空间规模的增加随之而来的是时间和成本的增加。程序内容生成(PCG)是一种通过生成游戏环境空间来解决此问题的方法。本文提出了一种采用遗传算法的PCG方法来解决游戏环境生成问题。在提出的方法中采用了过渡图,以使PCG生成难度级别。基于索引的方法用于显示生物群落序列。该方法根据序列中的生物群落显示索引。

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