An approach to level design using procedural content generation and difficulty curves

H. A. Furlong, Ana Luisa Solís González Cosío
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引用次数: 24

Abstract

Level design is an art which consists of creating the combination of challenge, competition, and interaction that players call fun and involves a careful and deliberate development of the game space. When working with procedural content generation, it is necessary to review how the game designer sets the change in difficulty throughout the different levels. In this paper we present a procedural level generator that can be used for different games and is based on a genetic algorithm. We define a fitness function that does not depend on the game or content type. This function calculates the difference between the difficulty curve defined by the designer and the difficulty curve calculated for the candidate content, so the best content is the one whose difficulty curve best fits the desired curve. To design our generator, we rely on the concept of flow, theories of fun and game design.
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使用程序内容生成和难度曲线的关卡设计方法
关卡设计是一门艺术,它将挑战、竞争和互动(玩家称之为乐趣)结合在一起,包括对游戏空间的精心开发。在处理程序内容生成时,有必要回顾游戏设计师如何在不同关卡中设置难度变化。在本文中,我们提出了一个程序关卡生成器,它可以用于不同的游戏,并基于遗传算法。我们定义了一个不依赖于游戏或内容类型的适应度函数。这个函数计算设计师定义的难度曲线和候选内容的难度曲线之间的差值,所以最好的内容就是难度曲线最符合期望曲线的内容。为了设计我们的生成器,我们依赖于流概念、乐趣理论和游戏设计。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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