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Procedural Generation of Levels for Angry Birds Style Physics Games

机译:愤怒的小鸟风格物理游戏水平的程序生成

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This paper presents a procedural generation algorithm for levels in physics-based puzzle games similar to Angry Birds. The proposed algorithm creates levels consisting of various self-contained structures placed throughout a 2D area. Each structure can be placed either on the ground or atop floating platforms within the available level space. These structures are created using a variety of different block types and do not require predefined substructures or composite elements. Target object locations are determined based on a combination of factors, including structural protection, occupancy estimation and overall dispersion. Experiments were performed in order to determine the ideal input parameters for generating desirable levels. The expressivity of the generator was also evaluated and the results show that the proposed method can generate a wide variety of interesting levels.
机译:本文介绍了类似于愤怒鸟类的物理益智游戏水平的程序生成算法。所提出的算法创造了由在2D区域的各种自包含结构组成的水平。每个结构可以放置在可用级别空间内的地面或浮动平台上。这些结构使用各种不同的块类型创建,不需要预定义的子结构或复合元件。目标对象位置是基于因素的组合来确定的,包括结构保护,占用估计和整体分散。进行实验以确定用于产生所需水平的理想输入参数。还评估了发电机的表达性,结果表明,该方法可以产生各种有趣的水平。

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