Towards a Generic Method of Evaluating Game Levels

Towards a Generic Method of Evaluating Game Levels
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走向评估游戏水平的通用方法

DOI:
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发表时间:
2013
期刊:
Artificial Intelligence and Interactive Digital Entertainment Conference
影响因子:
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通讯作者:
J. Togelius
J. Togelius
中科院分区:
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文献类型:
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作者:
Antonios Liapis;Georgios N. Yannakakis;J. Togelius

文献摘要

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本文解决了评估不同游戏甚至流派的游戏关卡质量的问题,这对于使程序内容生成和辅助游戏设计工具更普遍适用至关重要。三种游戏设计模式被认为具有高度通用性且易于量化:区域控制、探索和平衡。提出了衡量关卡包含这些概念的程度的公式,并针对两种不同游戏类型的关卡导出了评估函数:多人策略游戏地图和单人 Roguelike 地下城。为了说明这些评估函数的影响以及跨领域影响的相似性,使用约束遗传算法生成每个函数的级别集。所提出的措施可以轻松扩展到其他游戏类型。
This paper addresses the problem of evaluating the quality of game levels across different games and even genres, which is of key importance for making procedural content generation and assisted game design tools more generally applicable. Three game design patterns are identified for having high generality while being easily quantifiable: area control, exploration and balance. Formulas for measuring the extent to which a level includes these concepts are proposed, and evaluation functions are derived for levels in two different game genres: multiplayer strategy game maps and single-player roguelike dungeons. To illustrate the impact of these evaluation functions, and the similarity of impact across domains, sets of levels for each function are generated using a constrained genetic algorithm. The proposed measures can easily be extended to other game genres.