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Procedurally Generating Game Level with Specified Difficulty

机译:程序性地生成具有指定难度的游戏级别

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With the development of procedural content generation, more and more games use it to generate game contents so that each play can have a different experience. However, the generated game content does not guarantee enough gameplay to keep the player's freshness. In this paper, we generate Pac-Man mazes with specified difficulty with respect to the number of intersections and elements given. In order to verify whether the generated maze can retain the original Pac-Man style or not, we evaluate the appearance of the maze by the esthetic score based on distributions and sizes of various attributes in the generated maze and the original maze. We have divided the generated mazes into nine different difficulty levels, and for each difficulty level, the maze can nearly be generated in 40ms and it is playable! Therefore, our approach is practical and viable for real-time game applications.
机译:随着程序内容的发展,越来越多的游戏使用它来生成游戏内容,以便每个播放都可以具有不同的体验。然而,生成的游戏内容不保证足够的游戏,以保持玩家的新鲜度。在本文中,我们在给出的交叉点和元素的数量方面产生了特定难度的Pac-Man Mazes。为了验证生成的迷宫是否可以保留原始的Pac-Man风格,我们基于所产生的迷宫和原始迷宫的各种属性的分布和尺寸来评估迷宫的外观。我们将生成的迷宫分为九个不同的难度级别,并且对于每个难度水平,迷宫几乎可以在40毫秒中产生,它是可播放的!因此,我们的方法是实际和可行的实时游戏应用。

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