Content Reinjection for Super Metroid

Ross Mawhorter, Batu Aytemiz, Isaac Karth, Adam M. Smith
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引用次数: 3

Abstract

Academic procedural content generation (PCG) efforts often yield plausible game content but stop short of fully integrating it into the games that inspired it. This misses opportunities to discover game- and platform-specific constraints that were previously ignored in evaluations of playability (e.g. how invisible objects in a level design are used to explicitly control camera movement). Grappling with existing games can ensure that the PCG community is solving realistic problems, rather than convenient abstractions of them. In this paper, we use technical knowledge from the ROM hacking community along with the WaveFunctionCollapse example-driven generator to reinject controllably-generated level designs into the commercial Super Metroid ROM image (rather than a clone) for execution on physical Nintendo hardware. Our work charts a path for more realistic evaluation of the playability of generated content and highlights challenges for deploying generative methods. These challenges can spark a conversation about the ways that abstractions are used in PCG research.
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《超级银河战士》的内容重新注入
学术程序内容生成(PCG)的努力通常会产生看似合理的游戏内容,但却无法将其完全整合到游戏中。这就错失了发现之前在可玩性评估中被忽略的特定于游戏和平台的约束条件的机会(例如,关卡设计中如何使用不可见的物体来明确控制镜头移动)。利用现有游戏可以确保PCG社区解决的是现实问题,而不是简单的抽象问题。在本文中,我们使用来自ROM黑客社区的技术知识以及WaveFunctionCollapse示例驱动的生成器,将可控制生成的关卡设计重新注入商业《超级银河武士》ROM映像(而不是克隆)中,以便在物理任天堂硬件上执行。我们的工作为更现实地评估生成内容的可玩性提供了路径,并突出了部署生成方法的挑战。这些挑战可以引发关于在PCG研究中使用抽象方法的讨论。
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