首页> 外文期刊>Computational Intelligence and AI in Games, IEEE Transactions on >Automatic Generation of Game Level Solutions as Storyboards
【24h】

Automatic Generation of Game Level Solutions as Storyboards

机译:自动生成游戏情节解决方案作为情节提要

获取原文
获取原文并翻译 | 示例

摘要

Game programmers rely on artificial intelligence techniques to encode characters' behaviors initially specified by game designers. Although significant efforts have been made to assist their collaboration, the formalization of behaviors remains a time-consuming process during the early stages of game development. We propose an authoring tool allowing game designers to formalize, visualize, modify, and validate game level solutions in the form of automatically generated storyboards. This system uses planning techniques to produce a level solution consistent with gameplay constraints. The main planning agent corresponds to the player character, and the system uses the game actions as planning operators and level objectives as goals to plan the level solutions. Generated solutions are presented as 2-D storyboards similar to comic strips. We present in this paper the first version of a fully implemented prototype as well as examples of generated storyboards, adapted from the original design documents of the blockbuster game Hitman.
机译:游戏程序员依靠人工智能技术来编码游戏设计师最初指定的角色行为。尽管已经做出了巨大的努力来帮助他们进行协作,但是在游戏开发的早期阶段,行为的形式化仍然是一个耗时的过程。我们提出了一种创作工具,使游戏设计师可以以自动生成的故事板的形式对游戏级解决方案进行形式化,可视化,修改和验证。该系统使用计划技术来产生符合游戏玩法约束的关卡解决方案。主计划代理对应于玩家角色,并且系统使用游戏动作作为计划操作员,并使用关卡目标作为计划关卡解决方案的目标。生成的解决方案以类似于漫画的2-D故事板的形式呈现。我们在本文中介绍了完全实现的原型的第一版以及生成的情节提要的示例,这些示例均改编自大片游戏《杀手》的原始设计文档。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号