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A Generic Approach to Challenge Modeling for the Procedural Creation of Video Game Levels

机译:视频游戏关卡程序创建的挑战建模的通用方法

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This paper presents an approach to automatic video game level design consisting of a computational model of player enjoyment and a generative system based on evolutionary computing. The model estimates the entertainment value of game levels according to the presence of “rhythm groups,” which are defined as alternating periods of high and low challenge. The generative system represents a novel combination of genetic algorithms (GAs) and constraint satisfaction (CS) methods and uses the model as a fitness function for the generation of fun levels for two different games. This top–down approach improves upon typical bottom–up techniques in providing semantically meaningful parameters such as difficulty and player skill, in giving human designers considerable control over the output of the generative system, and in offering the ability to create levels for different types of games.
机译:本文提出了一种自动视频游戏关卡设计方法,该方法包括玩家娱乐度的计算模型和基于进化计算的生成系统。该模型根据“节奏组”的存在来估计游戏级别的娱乐价值,节奏组定义为高挑战和低挑战的交替周期。生成系统代表了遗传算法(GAs)和约束满足(CS)方法的新颖组合,并使用该模型作为适应度函数来生成两个不同游戏的娱乐水平。这种自上而下的方法改进了典型的自下而上的技术,提供了语义上有意义的参数(例如难度和玩家技能),使人类设计师对生成系统的输出具有相当大的控制权,并提供了为不同类型的生成器创建级别的能力。游戏。

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