The term Procedural Content Generation (PCG) refers to the (semi-)automatic generation of game content by algorithmic means, and its methods are becoming increasingly popular in game-oriented research and industry. A special class of these methods, which is commonly known as search-based PCG, treats the given task as an optimisation problem. Such problems are predominantly tackled by evolutionary algorithms. We will demonstrate in this paper that obtaining more information about the defined optimisation problem can substantially improve our understanding of how to approach the generation of content. To do so, we present and discuss three efficient analysis tools, namely diagonal walks, the estimation of high-level properties, as well as problem similarity measures. We discuss the purpose of each of the considered methods in the context of PCG and provide guidelines for the interpretation of the results received. This way we aim to provide methods for the comparison of PCG approaches and eventually, increase the quality and practicality of generated content in industry.
翻译:程序内容生成(PCG)一词是指以算法手段自动生成游戏内容的(半)自动生成,其方法在以游戏为导向的研究和行业中越来越受欢迎。这些方法中的一种特殊类别(通常称为基于搜索的PCG)将特定任务视为一个优化问题。这些问题主要通过进化算法来解决。我们将在本文件中表明,获得更多关于界定的优化问题的信息可以大大增进我们对如何生成内容的理解。为此,我们提出并讨论三种有效的分析工具,即对单行道、对高级特性的估计以及问题相似性措施。我们讨论在PCG范围内考虑的每一种方法的目的,并为所收到结果的解释提供指导方针。我们的目的是提供方法,比较PCG方法,并最终提高产业中生成内容的质量和实用性。