An increasingly common area of study in procedural content generation is the creation of level segments: short pieces that can be used to form larger levels. Previous work has used basic concatenation to form these larger levels. However, even if the segments themselves are completable and well-formed, concatenation can fail to produce levels that are completable and can cause broken in-game structures (e.g. malformed pipes in Mario). We show this with three tile-based games: a side-scrolling platformer, a vertical platformer, and a top-down roguelike. Additionally, we present a Markov chain and a tree search algorithm that finds a link between two level segments, which uses filters to ensure completability and unbroken in-game structures in the linked segments. We further show that these links work well for multi-segment levels. We find that this method reliably finds links between segments and is customizable to meet a designer's needs.
翻译:在程序内容生成方面,一个日益常见的研究领域是创建层次部分:短片可以用来形成更大的层次。先前的工作已经使用基本连接法来形成这些更大的层次。然而,即使这些部分本身是可分解的和完善的,融合可能无法产生可分解的层次,并可能造成游戏结构破裂(例如,Mario的不完善管道)。我们用三个基于瓷砖的游戏来显示这一点:侧拼图平台、垂直平台和自上而下的无赖。此外,我们提出了一个Markov链条和树类搜索算法,找到两个层次部分之间的联系,这两个部分使用过滤器来确保可分解性和在相连的分区中不中断的游戏结构。我们进一步表明这些联系对于多层结构级别很有效。我们发现这种方法可靠地发现各部分之间的联系,并且可以定制,以满足设计师的需要。