进化任务创造游戏空间

Daniel Karavolos, Antonios Liapis, Georgios N. Yannakakis
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引用次数: 12

摘要

本文描述了一种基于搜索的生成方法,它通过进化玩家行动的预期序列而不是空间布局来创造游戏关卡。所提出的方法演变成图形,其中代表玩家行动的节点连接在一起,形成完成任务的一种或多种方式。最初,包含任务起始和结束节点的简单图通过扩展和修剪图拓扑的突变算子进化。进化是由若干目标功能引导的,这些目标功能捕捉游戏设计模式,如探索或平衡;本文的实验探讨了这些目标函数及其组合如何影响演化任务图的质量和多样性。
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Evolving missions to create game spaces
This paper describes a search-based generative method which creates game levels by evolving the intended sequence of player actions rather than their spatial layout. The proposed approach evolves graphs where nodes representing player actions are linked to form one or more ways in which a mission can be completed. Initially simple graphs containing the mission's starting and ending nodes are evolved via mutation operators which expand and prune the graph topology. Evolution is guided by several objective functions which capture game design patterns such as exploration or balance; experiments in this paper explore how these objective functions and their combinations affect the quality and diversity of the evolved mission graphs.
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