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Generating Missions and Spaces for Adaptable Play Experiences

机译:生成任务和空间以适应游戏体验

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摘要

This paper investigates strategies to generate levels for action-adventure games. For this genre, level design is more critical than for rule-driven genres such as simulation or rogue-like role-playing games, for which procedural level generation has been successful in the past. The approach outlined by this article distinguishes between missions and spaces as two separate structures that need to be generated in two individual steps. It discusses the merits of different types of generative grammars for each individual step in the process. Notably, the approach acknowledges that the online generation of levels needs to be tailored strictly to the actual experience of a player. Therefore, the approach incorporates techniques to establish and exploit player models in actual play.
机译:本文研究了为动作冒险游戏生成关卡的策略。对于这种类型,关卡设计比诸如模拟或流氓角色扮演游戏之类的规则驱动型游戏更为关键,在过去,程序化关卡的生成已经很成功。本文概述的方法将任务和空间区分开来,因为需要在两个单独的步骤中生成两个独立的结构。它讨论了过程中每个步骤的不同类型的生成语法的优点。值得注意的是,该方法承认,在线水平生成需要严格地根据玩家的实际经验来定制。因此,该方法结合了在实际比赛中建立和利用球员模型的技术。

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