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A shape grammar approach to computational creativity and procedural content generation in massively multiplayer online role playing games

机译:大规模多人在线角色扮演游戏中用于计算创造力和过程内容生成的形状语法方法

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With rapid growth in both production costs and player populations over the last decade, the computer games industry is facing new scalability challenges in game design and content generation. The application of computers to these tasks - called procedural content generation - has the potential to reduce the time, cost and labor required to produce games. A range of generative algorithms have so far been proposed for procedural content generation. However, automated game design requires not only the ability to generate content, but also the ability to judge and ensure the novelty, quality and cultural value of generated content. This includes factors such as the surprise-value of generated content as well as the usefulness of content in the context of a particular game design. Studies of human designers have identified that the ability to generate artefacts that are novel, surprising, useful and valuable are facets of the human cognitive capacity for creativity. This suggests that computational models of creativity may be an important consideration for developing tools that can aid in or automate design processes. However, such cognitive models have not yet been widely considered for use in procedural content generation for games. This paper presents a framework for procedural content generation systems that use computational models of creativity as a part of the generative process. We demonstrate an example of such a system for generating instances for massively multiplayer, online role-playing games. The system combines the generative shape grammar formalism with a computational model of interest based on the Wundt curve to select new designs that are similar-yet-different to existing human designs. The approach aims to capture the usefulness and value of an existing human design while introducing novel or surprising variations through the model of interest. The system incorporates a metric that permits generated designs to be evaluated in terms of both their similarity to human designs and their novelty in the context of existing designs.
机译:在过去十年中,随着生产成本和玩家人数的快速增长,计算机游戏行业在游戏设计和内容生成方面面临着新的可扩展性挑战。将计算机应用于这些任务(称为过程内容生成)具有减少制作游戏所需的时间,成本和人工的潜力。迄今为止,已经提出了一系列生成算法来生成过程内容。但是,自动化游戏设计不仅需要生成内容的能力,还需要判断和确保所生成内容的新颖性,质量和文化价值的能力。这包括诸如所生成内容的惊奇值以及特定游戏设计中内容的有用性等因素。对人类设计师的研究已经确定,产生新颖,令人惊讶,有用和有价值的人工制品的能力是人类创造力认知能力的方方面面。这表明创造力的计算模型可能是开发有助于或自动化设计过程的工具的重要考虑因素。但是,尚未广泛考虑将这种认知模型用于游戏的过程内容生成。本文提出了一种程序性内容生成系统的框架,该框架使用创造力的计算模型作为生成过程的一部分。我们演示了一个用于为大型多人在线角色扮演游戏生成实例的系统的示例。该系统将生成的形状语法形式主义与基于Wundt曲线的目标计算模型相结合,以选择与现有人类设计相似但不同的新设计。该方法旨在捕捉现有人类设计的有用性和价值,同时通过感兴趣的模型引入新颖或令人惊讶的变化。该系统包含一个度量标准,该度量标准可以根据生成的设计与人类设计的相似性以及在现有设计的新颖性方面进行评估。

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