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

机译:通过自动测试进行半自动关卡设计,用于手持休闲游戏的创建

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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:我们提供了原理证明,可以直接在预期的设备上设计和测试具有新颖美学,游戏机制和玩家互动的新颖且引人入胜的移动休闲游戏。我们描述了Gamika iOS应用程序,其中包括生成艺术资产。一个设计界面,使用户可以制作基于物理的休闲游戏,其中包含多个级别,涵盖从Frogger到Asteroids甚至更多的各个方面;可配置的自动游戏测试仪,可提供有关关卡可玩性的反馈;以及一个自动微调引擎,该引擎搜索关卡参数化设置,使游戏能够通过自动测试人员评估的一系列测试。实施的每个方面都代表了一个有很大改进空间的基线,我们提供了一些实验结果并描述了这些结果将如何指导Gamika的未来发展方向。

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