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Automatic Generation of Game Sceneries Using Discrete Dynamical Systems

机译:使用离散动力系统自动生成游戏场景

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摘要

The aim of this paper is the generation of sceneries for perceptional games, in particular for "Via Geometrica" using the theory of discrete dynamical systems. The sceneries are intended to be automatically generated according to the performance of the player, i.e., as the player evolves to higher levels in the game, the sceneries are generated using more complex dynamical techniques. It is, therefore, highlighted the adaptability of the scenery's intricacy to the player's evolution along the game. The scenery's density is associated with the game's sophistication contributing for the crescent difficulty of the levels.
机译:本文的目的是利用离散动力系统的理论为感知游戏,特别是“通过几何”游戏生成场景。打算根据玩家的表现自动生成风景,即,随着玩家在游戏中发展到更高的水平,使用更复杂的动态技术来生成风景。因此,它着重强调了场景复杂性对玩家沿游戏发展的适应性。风景的密度与游戏的复杂性有关,从而导致关卡的新月难度增加。

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