首页> 外文会议>Brazilian Symposium on Computer Games and Digital Entertainment >Evolutionary Procedural Content Generation for an Endless Platform Game
【24h】

Evolutionary Procedural Content Generation for an Endless Platform Game

机译:一种无尽平台游戏的进化程序内容

获取原文

摘要

Making innovative, cohesive and appealing games has become inherently more difficult given the ever increasing competition in the digital games' market. Manually creating game content is expensive and time-consuming. Therefore, alternative approaches for game content creation are relevant for increasing the efficiency of the game development process. This is where procedural techniques step in. Even though they have been used by commercial games since the 1980s, it was only in recent years that this kind of approach has been given the righteous attention in the academic context. In this work, we propose a procedural content generation approach for creating infinite environments for a 2D platform runner game. The approach consists of a Genetic Algorithm that innovatively takes into account environment aesthetics as well as game's physics and rules in its fitness function. Therefore, the created environments should be pleasant and possible to be overcome by the player. An instantiation of the approach was developed using the Godot Game Engine. Time viability for in-game real-time generation and convergence to high/stable fitness values were experimentally evaluated. Our tests indicated parameter ranges that performed best in terms of environment quality and processing time were mutation rates between 0.5 % and 1 % aligned with a population ranging from 50 to 100 individuals. This approach is expandable to other games that have a tileman-based environments.
机译:鉴于数字游戏市场的竞争日益增加,制定创新,凝聚力和吸引人的游戏已经变得越来越困难。手动创建游戏内容昂贵且耗时。因此,游戏内容创建的替代方法是为了提高游戏开发过程的效率。这是过程技术迈出的。即使他们自20世纪80年代以来被商业游戏使用,它只是近年来,这种方法在学术背景下都有义的关注。在这项工作中,我们提出了一种用于为2D平台Runner游戏创建无限环境的程序内容生成方法。该方法包括一种遗传算法,可创新环境美学以及游戏的物理和规则在其健身功能中。因此,创建的环境应该是令人愉快的,并且可以由玩家克服。使用戈哥托游戏引擎开发了该方法的实例化。实验评估了游戏中的游戏内实时产生和收敛到高/稳定健身值的时间可行性。我们的测试指示了在环境质量和处理时间方面表现最佳的参数范围是突变率为0.5%和1%,与50至100个人的群体对齐。这种方法可扩展到其他具有基于Tileman的环境的游戏。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号