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Mario Level Generation From Mechanics Using Scene Stitching

机译:机械师使用场景拼接生成马里奥关卡

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Video game tutorials allow players to gain mastery over game skills and mechanics. To hone players’ skills, it is beneficial from practicing in environments that promote individual player skill sets. However, automatically generating environments which are mechanically similar to one-another is a non-trivial problem. This paper presents a level generation method for Super Mario by stitching together pre-generated "scenes" that contain specific mechanics, using mechanic-sequences from agent playthroughs as input specifications. Given a sequence of mechanics, the proposed system uses an FI-2Pop algorithm and a corpus of scenes to perform automated level authoring. The proposed system outputs levels that can be beaten using a similar mechanical sequence to the target mechanic sequence but with a different playthrough experience. We compare the proposed system to a greedy method that selects scenes that maximize the number of matched mechanics. Unlike the greedy approach, the proposed system is able to maximize the number of matched mechanics while reducing emergent mechanics using the stitching process.
机译:电子游戏教程可让玩家精通游戏技能和机制。要磨练球员的技能,在促进个人球员技能的环境中进行练习是有益的。但是,自动生成在机械上彼此相似的环境不是一个简单的问题。本文介绍了超级Mario的一种关卡生成方法,该方法通过使用来自代理播放的技工序列作为输入规范,将包含特定技工的预生成“场景”拼接在一起。给定一系列的力学机制,所提出的系统使用FI-2Pop算法和场景语料库来执行自动关卡创作。所提出的系统输出的电平可以使用与目标机械序列相似的机械序列但具有不同的播放体验来击败。我们将提出的系统与贪婪方法进行比较,该贪婪方法选择使匹配的机械手数量最大化的场景。与贪婪方法不同,所提出的系统能够最大程度地提高匹配机械手的数量,同时减少使用缝合过程产生的紧急机械手的数量。

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