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Automatic Game World Generation for Platformer Games Using Genetic Algorithm

机译:使用遗传算法自动游戏平台游戏的世界一代

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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:大多数游戏都依赖于游戏设计师设计级别和环境。增加游戏环境空间量表,然后增加时间和成本。过程内容生成(PCG)是通过生成游戏环境空间来解决此问题的方法。本文采用遗传算法方法提出的PCG方法来解决生成游戏环境中的问题。转换图以所提出的方法调整,使PCG产生难度级别。用于显示生物孔序列的基于索引的方法。该方法根据其序列中的索引显示生物群组。

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