基于难度的带有基因库的遗传算法迷宫生成

Evan Kusuma Susanto, Rifqi Fachruddin, Muhammad Ihsan Diputra, D. Herumurti, A. Yunanto
{"title":"基于难度的带有基因库的遗传算法迷宫生成","authors":"Evan Kusuma Susanto, Rifqi Fachruddin, Muhammad Ihsan Diputra, D. Herumurti, A. Yunanto","doi":"10.1109/iSemantic50169.2020.9234216","DOIUrl":null,"url":null,"abstract":"Game level design is one of the most important element of developing an enjoyable video game. Besides, game with difficult and dynamic level can make players more exciting. This paper presents a new method of generating a video game level using a genetic algorithm. The proposed method is called gene pool integrates learning. This method implemented in feature selection so that this method is general enough to be used for multiple different types of games. This paper uses some training data to scan good patterns and store all of them in a gene pool. Furthermore, the genetic algorithm is used to find the combination of patterns that can produce the best result. The gene pool also records the quality of each gene so it can learn the pattern which most commonly found in multiple levels. For testing, this research develops a custom game with complicated rules that are hard to represent by a simple 2D array compared to the previously attempted work. The result of this research shows that the method can generate many complicated levels at once. Overall, levels generated using this method on average requires almost 3 times more steps to solve than the dataset.","PeriodicalId":345558,"journal":{"name":"2020 International Seminar on Application for Technology of Information and Communication (iSemantic)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":"{\"title\":\"Maze Generation Based on Difficulty using Genetic Algorithm with Gene Pool\",\"authors\":\"Evan Kusuma Susanto, Rifqi Fachruddin, Muhammad Ihsan Diputra, D. Herumurti, A. Yunanto\",\"doi\":\"10.1109/iSemantic50169.2020.9234216\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Game level design is one of the most important element of developing an enjoyable video game. Besides, game with difficult and dynamic level can make players more exciting. This paper presents a new method of generating a video game level using a genetic algorithm. The proposed method is called gene pool integrates learning. This method implemented in feature selection so that this method is general enough to be used for multiple different types of games. This paper uses some training data to scan good patterns and store all of them in a gene pool. Furthermore, the genetic algorithm is used to find the combination of patterns that can produce the best result. The gene pool also records the quality of each gene so it can learn the pattern which most commonly found in multiple levels. For testing, this research develops a custom game with complicated rules that are hard to represent by a simple 2D array compared to the previously attempted work. The result of this research shows that the method can generate many complicated levels at once. Overall, levels generated using this method on average requires almost 3 times more steps to solve than the dataset.\",\"PeriodicalId\":345558,\"journal\":{\"name\":\"2020 International Seminar on Application for Technology of Information and Communication (iSemantic)\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-09-19\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"5\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2020 International Seminar on Application for Technology of Information and Communication (iSemantic)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/iSemantic50169.2020.9234216\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2020 International Seminar on Application for Technology of Information and Communication (iSemantic)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/iSemantic50169.2020.9234216","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 5

摘要

游戏关卡设计是开发有趣电子游戏的最重要元素之一。此外,具有难度和动态水平的游戏可以使玩家更兴奋。本文提出了一种利用遗传算法生成电子游戏关卡的新方法。该方法被称为基因库集成学习。这种方法在功能选择中得以实现,因此这种方法足以用于多种不同类型的游戏。本文使用一些训练数据来扫描好的模式,并将它们全部存储在一个基因库中。在此基础上,利用遗传算法寻找能产生最佳结果的模式组合。基因库还记录每个基因的质量,以便了解在多个级别中最常见的模式。为了进行测试,本研究开发了一款带有复杂规则的自定义游戏,与之前的尝试相比,这些规则很难用简单的2D数组来表示。研究结果表明,该方法可以同时生成多个复杂层次。总的来说,使用这种方法生成的关卡平均需要比数据集多3倍的步骤来解决。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Maze Generation Based on Difficulty using Genetic Algorithm with Gene Pool
Game level design is one of the most important element of developing an enjoyable video game. Besides, game with difficult and dynamic level can make players more exciting. This paper presents a new method of generating a video game level using a genetic algorithm. The proposed method is called gene pool integrates learning. This method implemented in feature selection so that this method is general enough to be used for multiple different types of games. This paper uses some training data to scan good patterns and store all of them in a gene pool. Furthermore, the genetic algorithm is used to find the combination of patterns that can produce the best result. The gene pool also records the quality of each gene so it can learn the pattern which most commonly found in multiple levels. For testing, this research develops a custom game with complicated rules that are hard to represent by a simple 2D array compared to the previously attempted work. The result of this research shows that the method can generate many complicated levels at once. Overall, levels generated using this method on average requires almost 3 times more steps to solve than the dataset.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Independent Public Video Conference Network Sentiment Analysis of Yelp Review Extrovert and Introvert Classification based on Myers-Briggs Type Indicator(MBTI) using Support Vector Machine (SVM) Brain Segmentation using Adaptive Thresholding, K-Means Clustering and Mathematical Morphology in MRI Data Handwriting Recognition of Hiragana Characters using Convolutional Neural Network
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1