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Procedurally Generating Game Level with Specified Difficulty

机译:以指定难度程序性地生成游戏等级

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With the development of procedural content generation, more and more games use it to generate game contents so that each play can have a different experience. However, the generated game content does not guarantee enough gameplay to keep the player's freshness. In this paper, we generate Pac-Man mazes with specified difficulty with respect to the number of intersections and elements given. In order to verify whether the generated maze can retain the original Pac-Man style or not, we evaluate the appearance of the maze by the esthetic score based on distributions and sizes of various attributes in the generated maze and the original maze. We have divided the generated mazes into nine different difficulty levels, and for each difficulty level, the maze can nearly be generated in 40ms and it is playable! Therefore, our approach is practical and viable for real-time game applications.
机译:随着过程内容生成的发展,越来越多的游戏使用它来生成游戏内容,从而每个游戏都可以有不同的体验。但是,生成的游戏内容不能保证足够的游戏玩法来保持玩家的新鲜感。在本文中,我们针对给定的交点和元素的数量,生成具有指定难度的吃豆人迷宫。为了验证生成的迷宫是否可以保留原始的吃豆人风格,我们基于生成的迷宫和原始迷宫中各种属性的分布和大小,通过审美得分来评估迷宫的外观。我们将生成的迷宫分为九个不同的难度等级,对于每个难度等级,迷宫几乎可以在40毫秒内生成,并且可以玩!因此,我们的方法对于实时游戏应用程序是切实可行的。

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