A genetic approach in procedural content generation for platformer games level creation

Arman Balali Moghadam, M. Rafsanjani
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引用次数: 11

Abstract

In this article we used a genetic algorithm approach for generating and evaluating rhythms for creating levels of 2D runner platformer games. After generating rhythms, we used a grammar based approach to generate geometry based on these rhythms. We used a novel fitness function for the genetic algorithm in the area of PCG. This approach also minimizes the amount of the content that must be manually authored. Our results show that this method can produce a variety of levels with controlled difficulty between two levels and all generated levels are fully playable. We believe that the presented method is potentially applicable to commercial platformer games.
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平台游戏关卡创造中程序内容生成的遗传方法
在本文中,我们使用遗传算法方法生成和评估2D跑步平台游戏关卡的节奏。在生成节奏之后,我们使用基于语法的方法根据这些节奏生成几何图形。我们在PCG领域为遗传算法引入了一种新的适应度函数。这种方法还可以最大限度地减少必须手工编写的内容量。我们的结果表明,这种方法可以生成难度在两个关卡之间可控的各种关卡,并且所有生成的关卡都是完全可玩的。我们相信所呈现的方法可能适用于商业平台游戏。
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