首页> 外文会议>IEEE Conference on Games >Heuristics for Placing the Spawn Points in Multiplayer First Person Shooters
【24h】

Heuristics for Placing the Spawn Points in Multiplayer First Person Shooters

机译:在多人第一人称射击游戏中放置生成点的启发式方法

获取原文

摘要

Level design in first person shooters is a critical and complex process with many facets. Among them, the placement of the spawn points, i.e., the positions of the level where players starts the game after being killed, has a huge impact on the game experience. In this work, we propose a novel approach to this problem that combines a set of design rules with a graph-based analysis of the level. As a results, we design a set of heuristics that, based on the topological features of the graphs extracted from the levels, can be used for the placement of spawn point. Finally, we test our approach with a small user study on three different levels, comparing our heuristic placement with an uniform strategy. Although preliminary, our results are promising and suggest that the level design principles are effectively captured by our heuristics.
机译:第一人称射击游戏中的关卡设计是一个至关重要且复杂的过程,涉及多个方面。其中,生成点的位置,即玩家被杀死后开始游戏的级别的位置,对游戏体验有很大的影响。在这项工作中,我们提出了一种针对该问题的新颖方法,该方法将一组设计规则与基于图的水平分析相结合。结果,我们设计了一组启发式方法,这些方法基于从级别中提取的图的拓扑特征,可用于放置生成点。最后,我们通过在三个不同级别上的小型用户研究来测试我们的方法,将我们的启发式布局与统一策略进行比较。尽管是初步的,但我们的结果是有希望的,并表明我们的启发式方法有效地体现了关卡设计原则。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号