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 adventure and dungeon crawler 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, i.e., Designer Personas.
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直至完成设计而得到发现。这个方法在进化龙门设计师(Evolutionary Dungeon Developmenter)中应用,这是一个混合倡议系统的研究平台,用于创建冒险和地牢爬行游戏。我们呈现的结果既以房间设计风格的形式出现,也可以加以分析,以更好地了解用户设计的房间类型,也可以以这些房间之间的考古序列(即设计人)的形式出现。