Illuminating the Space of Enemies Through MAP-Elites

Breno M. F. Viana, L. T. Pereira, C. Toledo
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引用次数: 3

Abstract

Action-Adventure games have several challenges to overcome, where the most common are enemies. The enemies’ goal is to hinder the players’ progression by taking life points, and the way they hinder this progress is distinct for different kinds of enemies. In this context, this paper introduces an extended version of an evolutionary approach for procedurally generating enemies that target the enemy’s difficulty as the goal. Our approach advances the enemy generation research by incorporating a MAP-Elites population to generate diverse enemies without losing quality. The computational experiment showed the method converged most enemies in the MAP-Elites in less than a second for most cases. Besides, we experimented with players who played an Action-Adventure game prototype with enemies we generated. This experiment showed that the players enjoyed most levels they played, and we successfully created enemies perceived as easy, medium, or hard to face.
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通过地图精英照亮敌人的空间
动作冒险游戏有几个挑战需要克服,其中最常见的是敌人。敌人的目标是通过夺取生命值来阻碍玩家的进程,不同类型的敌人阻碍玩家进程的方式也各不相同。在此背景下,本文将介绍一种进化方法的扩展版本,即程序生成以敌人难度为目标的敌人。我们的方法通过结合map - elite人口来产生不同的敌人而不损失质量,从而推进了敌人生成研究。计算实验表明,在大多数情况下,该方法在1秒内收敛了map - elite中的大多数敌人。此外,我们还让那些玩动作冒险游戏原型并带有我们生成的敌人的玩家进行实验。这个实验表明,玩家喜欢他们玩过的大多数关卡,我们成功地创造了容易、中等或难以面对的敌人。
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