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Fight or flight: Evolving maps for cube 2 to foster a fleeing behavior

机译:战斗或逃跑:不断进化的魔方2地图可助其逃跑

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The fight-or-flight response is a typical physiological reaction to an imminent threat, which prepares the body to fight or flee. Such a mechanism can be also exploited to some extent in game design to elicit strong emotions in players. However, in first person shooters, fleeing is often a not viable option, making fight inevitable. In this work, we suggest that map design can be effectively used to deal with this issue. In particular, we presented a procedural content generation approach, based on evolutionary computation, to evolve maps for Cube 2, an open source first person shooter. Our results show that the design of evolved maps is effectively able to foster the emergence of a fleeing behavior, even in AI controlled characters specifically designed to fight and chase the opponents.
机译:战斗或逃避反应是对即将到来的威胁的典型生理反应,它使身体做好战斗或逃跑的准备。在游戏设计中也可以在某种程度上利用这种机制来激发玩家强烈的情感。但是,在第一人称射击游戏中,逃跑通常不是一个可行的选择,这使得战斗不可避免。在这项工作中,我们建议可以有效地使用地图设计来解决此问题。特别是,我们提出了一种基于内容演化的程序内容生成方法,用于为开放源码第一人称射击游戏Cube 2生成地图。我们的结果表明,即使在专门为战斗和追赶对手而设计的AI控制角色中,进化地图的设计也能够有效地促进逃跑行为的出现。

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