Action-Adventure games have several challenges to overcome, where the most common are enemies. The enemies' goal is to hinder the players' progression by taking life points, and the way they hinder this progress is distinct for different kinds of enemies. In this context, this paper introduces an extended version of an evolutionary approach for procedurally generating enemies that target the enemy's difficulty as the goal. Our approach advances the enemy generation research by incorporating a MAP-Elites population to generate diverse enemies without losing quality. The computational experiment showed the method converged most enemies in the MAP-Elites in less than a second for most cases. Besides, we experimented with players who played an Action-Adventure game prototype with enemies we generated. This experiment showed that the players enjoyed most levels they played, and we successfully created enemies perceived as easy, medium, or hard to face.
翻译:行动冒险游戏有许多挑战需要克服,最常见的就是敌人。敌人的目标是通过选取生命点来阻碍球员的进化,而他们阻碍这一进化的方式对不同的敌人是不同的。在此背景下,本文件介绍了一个扩大的进化方法,用于在程序上产生敌人,以敌人的困难为目标的进化方法。我们的方法通过将MAP-Elites群集成成不同的敌人,从而在不降低质量的情况下推进敌国一代的研究。计算实验显示,多数情况下,MAP-Elites中的大多数敌人在不到一秒钟的时间里聚集在一起。此外,我们还试验了玩Action-Avenge游戏的球员和我们创造的敌人的先锋。这个实验表明,玩游戏的球员享有最大的程度,我们成功地创造了被视为容易、中度或难以面对的敌人。