Regionally morphing objects for the genetic WASPAS-SVNS game scene generation algorithm

Aurimas Petrovas, R. Baušys
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Abstract

Creative content assistance tools are gaining popularity as they allow one to reduce the time needed to create content in games and other media. Procedural generation allows us to create levels autonomously. The main objective of computational creativity is to replicate results, which are usually created by humans. Our tool is an extension of the genetic WASPAS-SVNS game scene generator. It adds variety to a functional game object type by adding an array of possible visual variations. The morphs of the objects are selected regionally and randomly based on a randomly selected point in the game scene. Results are generated for the 'wall' and 'empty space' object types by adding grass and tree objects to the initial object type. It adds creative value to the level of the game without breaking the rules of game design.
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区域变形对象的遗传WASPAS-SVNS游戏场景生成算法
创意内容辅助工具越来越受欢迎,因为它们可以减少在游戏和其他媒体中创建内容所需的时间。程序生成允许我们自主创造关卡。计算创造力的主要目标是复制通常由人类创造的结果。我们的工具是遗传WASPAS-SVNS游戏场景生成器的扩展。它通过添加一系列可能的视觉变化来增加功能性游戏对象类型的多样性。对象的变形是根据游戏场景中随机选择的点来选择区域和随机的。通过在初始对象类型中添加草和树对象,生成“墙”和“空空间”对象类型的结果。它在不违反游戏设计规则的情况下为游戏关卡增加了创造性价值。
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