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Automatic level generation for platform videogames using genetic algorithms

机译:使用遗传算法为平台视频游戏自动生成关卡

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摘要

In this document we present an investigation on automatically generating levels for platform videogames. Common approaches for this problem are rhythm based, where input patterns are transformed in a valid geometry, and chunk based, where samples are humanly created and automatically assembled like a puzzle. The proposal hereby presented is to explore this challenge with the usage of Genetic Algorithms, facing it as a search problem, in order to achieve higher expressivity and less linearity than in rhythm based approach and without requiring human creation as it happens with the chunk based approach. With simple heuristics the system is able to generate playable levels in a small amount of time (one level is created in less than a minute) and with considerable diversity, as our results show.
机译:在本文中,我们对自动生成平台视频游戏的关卡进行了调查。解决此问题的常用方法是基于节奏(将输入模式转换为有效的几何图形)和基于块(其中人工创建样本并像拼图一样自动组装样本)。提出的提议是通过使用遗传算法来探索这一挑战,并将其作为搜索问题来解决,以实现比基于节奏的方法更高的表达力和更少的线性,并且不需要像基于块的方法那样需要人工创造。如我们的结果所示,通过简单的试探法,系统能够在短时间内(可在不到一分钟的时间内创建一个关卡)并产生可玩的关卡。

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