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Semi-automated level design via auto-playtesting for handheld casual game creation

机译:通过自动化级别设计通过自动播放休闲游戏创建

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摘要

We provide a proof of principle that novel and engaging mobile casual games with new aesthetics, game mechanics and player interactions can be designed and tested directly on the device for which they are intended. We describe the Gamika iOS application which includes generative art assets; a design interface enabling the making of physics-based casual games containing multiple levels with aspects ranging from Frogger-like to Asteroids-like and beyond; a configurable automated playtester which can give feedback on the playability of levels; and an automated fine-tuning engine which searches for level parameterisations that enable the game to pass a battery of tests, as evaluated by the auto-playtester. Each aspect of the implementation represents a baseline with much room for improvement, and we present some experimental results and describe how these will guide the future directions for Gamika.
机译:我们提供了一种原则证明,可以直接设计和测试新的和吸引力的移动休闲游戏,并可直接在其目的的设备上设计和测试。我们描述了包括生成艺术资产的Gamika IOS应用程序;一种设计界面,可以制定含有多个级别的物理休闲游戏,其中各个级别从跨越人类到小行星及更远的小行星;可配置的自动播放器,可以提供有关水平可播放性的反馈;和一个自动微调引擎,搜索级别参数,使游戏能够通过电池的测试,如自动播放器所评估。该实施的每个方面都代表了一个基线,有很多改进的空间,我们展示了一些实验结果,并描述了如何引导Gamika的未来方向。

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