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arXiv 1908.01420cs.AI
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通过机械生成的自动游戏设计

Automatic Game Design via Mechanic Generation

Georgia Institute of Technology(佐治亚理工学院)

Alexander Zook, Mark O. Riedl

摘要:

游戏设计通常以游戏机制为中心--控制游戏逻辑发展的规则。我们寻求开发一种生成计算机游戏的智能系统。作为实现这一目标的第一步,我们提出了一个可组合的和跨域的游戏机制表示,从人工智能规划动作表示。我们使用一个约束求解器来生成力学受设计要求的形式,这些力学-他们在游戏中做什么。一个计划者会获取一组生成的机制,并测试这些机制是否满足可玩性要求--控制机制在游戏中如何影响玩家行为。我们展示了我们的系统建模和生成机制的角色扮演游戏,平台游戏,并结合角色扮演平台游戏。

英文摘要:

Game designs often center on the game mechanics---rules governing the logical evolution of the game. We seek to develop an intelligent system that generates computer games. As first steps towards this goal we present a composable and cross-domain representation for game mechanics that draws from AI planning action representations. We use a constraint solver to generate mechanics subject to design requirements on the form of those mechanics---what they do in the game. A planner takes a set of generated mechanics and tests whether those mechanics meet playability requirements---controlling how mechanics function in a game to affect player behavior. We demonstrate our system by modeling and generating mechanics in a role-playing game, platformer game, and combined role-playing-platformer game.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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