A Hierarchical MdMC Approach to 2D Video Game Map Generation

A Hierarchical MdMC Approach to 2D Video Game Map Generation
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2D 视频游戏地图生成的分层 MdMC 方法

DOI:
10.1609/aiide.v11i1.12794
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发表时间:
2021
期刊:
Proceedings of the Genetic and Evolutionary Computation Conference
影响因子:
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通讯作者:
Santiago Ontañón
Santiago Ontañón
中科院分区:
--
文献类型:
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作者:
Sam Snodgrass;Santiago Ontañón

文献摘要

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在本文中,我们描述了一个层次化的方法,使用多维马尔可夫链(MdMCs)的程序生成2D游戏地图。我们的方法采用一组2D游戏地图,将它们分成小块并执行聚类,以找到一组与训练地图中的高级结构(高级瓦片)相对应的块。然后使用这组高级图块来重新表示训练图,并拟合两组MdMC模型:一组高级模型捕获图中高级图块的分布,一组低级模型捕获每个高级图块的内部结构。然后,这两组模型可以用于分层地生成新的地图。我们使用两个经典的游戏,超级马里奥兄弟和Loderunner测试我们的方法,并与其他现有的地图生成器的结果进行比较。
In this paper we describe a hierarchical method for procedurally generating 2D game maps using multi-dimensional Markov chains (MdMCs). Our method takes a collection of 2D game maps, breaks them into small chunks and performs clustering to find a set of chunks that correspond to high-level structures (high-level tiles) in the training maps. This set of high-level tiles is then used to re-represent the training maps, and to fit two sets of MdMC models: a high-level model captures the distribution of high-level tiles in the map, and a set of low-level models capture the internal structure of each high-level tile. These two sets of models can then be used to hierarchically generate new maps. We test our approach using two classic games, Super Mario Bros. and Loderunner, and compare the results against other existing map generators.