在Minecraft结算生成中比较PCG指标与人类评估
Comparing PCG metrics with Human Evaluation in Minecraft Settlement Generation
摘要:
有一系列的度量标准可以应用于过程化内容生成所产生的工件,其中有几个带有定性声明。在本文中,我们调整了一系列现有的PCG指标来生成Minecraft定居点,开发了一些受PCG文献启发的新指标,并将所得测量结果与现有的人类评估进行了比较。目的是分析这些指标如何在不同类别中捕获人类评估分数,指标如何推广到另一个游戏领域,以及指标如何处理更复杂的工件。我们提供了各种指标的探索性研究,并提供了信息增益和几个相关性分析。我们发现了人类得分和衡量特定元素的指标之间的一些关系,衡量块的多样性,并衡量目前复杂块的制作材料的存在。
英文摘要:
There are a range of metrics that can be applied to the artifacts produced by procedural content generation, and several of them come with qualitative claims. In this paper, we adapt a range of existing PCG metrics to generated Minecraft settlements, develop a few new metrics inspired by PCG literature, and compare the resulting measurements to existing human evaluations. The aim is to analyze how those metrics capture human evaluation scores in different categories, how the metrics generalize to another game domain, and how metrics deal with more complex artifacts. We provide an exploratory look at a variety of metrics and provide an information gain and several correlation analyses. We found some relationships between human scores and metrics counting specific elements, measuring the diversity of blocks and measuring the presence of crafting materials for the present complex blocks.
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