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Heuristics for Placing the Spawn Points in Multiplayer First Person Shooters

机译:将Spawn积分放置在多人游戏第一人称射击者中的启发式

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Level design in first person shooters is a critical and complex process with many facets. Among them, the placement of the spawn points, i.e., the positions of the level where players starts the game after being killed, has a huge impact on the game experience. In this work, we propose a novel approach to this problem that combines a set of design rules with a graph-based analysis of the level. As a results, we design a set of heuristics that, based on the topological features of the graphs extracted from the levels, can be used for the placement of spawn point. Finally, we test our approach with a small user study on three different levels, comparing our heuristic placement with an uniform strategy. Although preliminary, our results are promising and suggest that the level design principles are effectively captured by our heuristics.
机译:第一人称射击者的水平设计是具有许多方面的关键和复杂的过程。其中,在被杀死后玩家开始游戏的水平的位置,对游戏的职位进行了巨大影响。在这项工作中,我们提出了一种新的方法来解决这个问题,它结合了一组设计规则,具有基于图的水平的分析。作为结果,我们设计了一组启发式,基于从水平提取的图表的拓扑特征,可以用于施加产生的拓扑特征。最后,我们在三个不同层次的小型用户学习中测试我们的方法,比较我们的启发式策略。虽然初步,我们的结果是有前途的,并表明我们的启发式有效地捕获了水平设计原则。

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