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Interactive Procedural Generation for Items in Role-Playing Game

机译:角色播放游戏中的项目的互动程序生成

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This paper demonstrates the difference in rules and their impact in procedural generation of item in role-playing game. The main aims of this project are to: create a wave challenge-based game prototype that generates 2 items using the two rule-based randomized algorithms per wave, and identify the reasons in rules that affect the user's preference of item. Experimental results demonstrate success with all aims: rule-based randomized algorithm with smaller variation is proven to generate better items that are preferred by users in a role-playing game, and a general rule instead of a fixed rule provides better attribute and value of attribute in item generation.
机译:本文展示了角色扮演游戏中项目的规则和影响的差异。该项目的主要目的是:创建一种基于波挑战的游戏原型,它使用每波的两个规则的随机算法生成2项,并确定影响用户偏好项目的规则的原因。实验结果表明,所有目标的成功:基于规则的随机化算法,具有较小变体的算法,以生成在角色播放游戏中的用户优选的更好的项目,以及一般规则而不是固定规则提供了更好的属性和值的属性在物品生成中。

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