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Design Metaphors for Procedural Content Generation in Games

机译:游戏中程序性内容生成的设计隐喻

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Procedural content generation (PCG), the algorithmic creation of game content with limited or indirect user input, has much to offer to game design. In recent years, it has become a mainstay of game AI, with significant research being put towards the investigation of new PCG systems, algorithms, and techniques. But for PCG to be absorbed into the practice of game design, it must be contextualised within design-centric as opposed to AI or engineering perspectives. We therefore provide a set of design metaphors for understanding potential relationships between a designer and PCG. These metaphors are: tool, material, designer, and domain expert. By examining PCG through these metaphors, we gain the ability to articulate qualities, consequences, affordances, and limitations of existing PCG approaches in relation to design. These metaphors are intended both to aid designers in understanding and appropriating PCG for their own contexts, and to advance PCG research by highlighting the assumptions implicit in existing systems and discourse.
机译:程序性内容生成(PCG)是使用有限或间接用户输入进行游戏内容的算法创建,可为游戏设计提供很多帮助。近年来,它已成为游戏AI的支柱,并且对研究新的PCG系统,算法和技术进行了大量研究。但是,要使PCG融入游戏设计实践中,就必须在以设计为中心的环境中进行情境化,而不是AI或工程学的观点。因此,我们提供了一组设计隐喻,用于理解设计师和PCG之间的潜在关系。这些隐喻是:工具,材料,设计师和领域专家。通过从这些隐喻中考察PCG,我们可以获得表达与设计相关的现有PCG方法的质量,后果,承受能力和局限性的能力。这些隐喻旨在帮助设计人员根据自己的情况理解和使用PCG,并通过强调现有系统和论述中隐含的假设来推进PCG研究。

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