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A Logical Approach to Building Dungeons: Answer Set Programming for Hierarchical Procedural Content Generation in Roguelike Games

机译:建立地牢的逻辑方法:回答Roguelike游戏中的分层过程内容生成的集规划

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The development of procedural content generation (PCG) methods for video games is an established area of research. There are many approaches to the problem that utilise a variety of techniques from different fields of computer science. The use of Answer Set Programming (ASP) for PCG in video games is relatively new, however recent research has demonstrated valuable aspects of ASP in the generation and evaluation of design spaces. This research takes the good work already achieved using ASP for PCG and progresses it to investigate the open issue of scalability. The genre of Roguelike games provides the design space of sufficient size and complexity to investigate this scalability issue. Preliminary findings indicate that ASP is a viable option for PCG in video games, in particular demonstrating that a hierarchical application of this technology can deal with such complex game environments.
机译:用于视频游戏的程序内容生成(PCG)方法的发展是一个已建立的研究领域。利用来自计算机科学不同领域的各种技术的问题有许多方法。用于视频游戏中PCG的答案集编程(ASP)的使用是相对较新的,然而,最近的研究表明了在设计空间的产生和评估中的ASP的有价值方面。本研究采用了使用ASP为PCG实现的良好工作,并进展了调查可扩展性的开放问题。 Roguelike游戏的类型提供了足够大小和复杂性的设计空间来调查这种可扩展性问题。初步调查结果表明,ASP是视频游戏中PCG的可行选择,特别是表明该技术的分层应用可以处理如此复杂的游戏环境。

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