Minecraft的自动Isovist计算
Automated Isovist Computation for Minecraft
摘要:
游戏的程序化内容生成在研究和行业中都是一个日益增长的趋势,尽管对于内容的好坏以及如何自动评估没有达成共识。过去已经开发了许多指标,通常集中在工件的整体上,大多缺乏人类经验的基础。在这项研究中,我们开发了一套新的自动化指标,从建筑的想法,即isovists和空间语法,这有一个跟踪记录捕捉人类的空间体验的动机。这些度量可以从玩家的角度针对特定游戏状态来计算,并且考虑它们在游戏世界中的实施例。我们将展示如何将这些指标应用于Minecraft的3D区块世界。我们使用来自Minecraft中的GDMC结算生成挑战的生成结算数据集,并在isovist属性和人类评委给予这些设置元素的评级之间建立了几个基于排名的相关性。我们还制作了一系列热图,展示了该方法基于位置的适用性,这允许开发这些指标作为特定时间和空间的游戏体验的衡量标准。
英文摘要:
Procedural content generation for games is a growing trend in both research and industry, even though there is no consensus of how good content looks, nor how to automatically evaluate it. A number of metrics have been developed in the past, usually focused on the artifact as a whole, and mostly lacking grounding in human experience. In this study we develop a new set of automated metrics, motivated by ideas from architecture, namely isovists and space syntax, which have a track record of capturing human experience of space. These metrics can be computed for a specific game state, from the player's perspective, and take into account their embodiment in the game world. We show how to apply those metrics to the 3d blockworld of Minecraft. We use a dataset of generated settlements from the GDMC Settlement Generation Challenge in Minecraft and establish several rank-based correlations between the isovist properties and the rating human judges gave those settelements. We also produce a range of heat maps that demonstrate the location based applicability of the approach, which allows for development of those metrics as measures for a game experience at a specific time and space.
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