We propose modeling designer style in mixed-initiative game content creation tools as archetypical design traces. These design traces are formulated as transitions between design styles; these design styles are in turn found through clustering all intermediate designs along the way to making a complete design. This method is implemented in the Evolutionary Dungeon Designer, a research platform for mixed-initiative systems to create roguelike games. We present results both in the form of design styles for rooms, which can be analyzed to better understand the kind of rooms designed by users, and in the form of archetypical sequences between these rooms. We further discuss how the results here can be used to create style-sensitive suggestions. Such suggestions would allow the system to be one step ahead of the designer, offering suggestions for the next cluster, assuming that the designer will follow one of the archetypical design traces.
翻译:我们建议以混合倡议游戏内容创建工具的模型设计师风格作为古老的设计痕迹。这些设计痕迹是作为设计风格之间的转换而形成的;这些设计风格反过来通过将所有中间设计组合起来,从而形成完整的设计。这个方法在“进化后门设计”中应用,这是一个混合倡议系统创建流氓游戏的研究平台。我们以房间设计风格的形式展示结果,可以分析这些设计风格,以更好地了解用户设计的房间类型,以及这些房间之间的考古序列。我们进一步讨论如何利用这些结果来创建对风格敏感的建议。这类建议将使系统比设计者先一步,为下一个组合提出建议,假设设计者将遵循考古设计线索之一。