论文标题

在链接级别段

On Linking Level Segments

论文作者

Biemer, Colan, Cooper, Seth

论文摘要

程序内容产生的一个越来越普遍的研究领域是级别的创建:可用于形成更大级别的短片。先前的工作已经使用了基本串联来形成这些较大的级别。但是,即使细分市场本身是可完整的且形式良好的,串联也可能无法产生可完整的水平,并且可能导致游戏内结构破裂(例如,马里奥中的畸形管道)。我们通过三个基于瓷砖的游戏展示了这一点:一个侧滚动平台游戏,一个垂直平台游戏和一个自上而下的Roguelike。此外,我们提出了一个马尔可夫链和一个树搜索算法,该算法在两个级别的段之间找到了一个链接,该级别使用过滤器来确保链接段中的完整性和无损的游戏内结构。我们进一步表明,这些链接适用于多段级别。我们发现,这种方法可靠地找到细分之间的链接,并且可以自定义以满足设计师的需求。

An increasingly common area of study in procedural content generation is the creation of level segments: short pieces that can be used to form larger levels. Previous work has used basic concatenation to form these larger levels. However, even if the segments themselves are completable and well-formed, concatenation can fail to produce levels that are completable and can cause broken in-game structures (e.g. malformed pipes in Mario). We show this with three tile-based games: a side-scrolling platformer, a vertical platformer, and a top-down roguelike. Additionally, we present a Markov chain and a tree search algorithm that finds a link between two level segments, which uses filters to ensure completability and unbroken in-game structures in the linked segments. We further show that these links work well for multi-segment levels. We find that this method reliably finds links between segments and is customizable to meet a designer's needs.

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