Exploring Representation in Evolutionary Level Design (Synthesis Lectures on Games and Computational Intelligence)
暫譯: 探索進化層級設計中的表徵(遊戲與計算智慧綜合講座)
Daniel Ashlock
- 出版商: Morgan & Claypool
- 出版日期: 2018-05-17
- 售價: $3,050
- 貴賓價: 9.5 折 $2,898
- 語言: 英文
- 頁數: 155
- 裝訂: Hardcover
- ISBN: 1681733323
- ISBN-13: 9781681733326
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商品描述
Automatic content generation is the production of content for games, web pages, or other purposes by procedural means. Search-based automatic content generation employs search-based algorithms to accomplish automatic content generation. This book presents a number of different techniques for search-based automatic content generation where the search algorithm is an evolutionary algorithm. The chapters treat puzzle design, the creation of small maps or mazes, the use of L-systems and a generalization of L-system to create terrain maps, the use of cellular automata to create maps, and, finally, the decomposition of the design problem for large, complex maps culminating in the creation of a map for a fantasy game module with designersupplied content and tactical features.
The evolutionary algorithms used for the different types of content are generic and similar, with the exception of the novel sparse initialization technique are presented in Chapter 2. The points where the content generation systems vary are in the design of their fitness functions and in the way the space of objects being searched is represented. A large variety of different fitness functions are designed and explained, and similarly radically different representations are applied to the design of digital objects all of which are, essentially, maps for use in games.
商品描述(中文翻譯)
自動內容生成是透過程序化手段為遊戲、網頁或其他目的產生內容。基於搜尋的自動內容生成使用基於搜尋的演算法來實現自動內容生成。本書介紹了多種不同的基於搜尋的自動內容生成技術,其中搜尋演算法為進化演算法。各章節探討了謎題設計、小地圖或迷宮的創建、使用 L-systems 及其一般化來創建地形圖、使用細胞自動機來創建地圖,最後是對大型複雜地圖設計問題的分解,最終創建一個包含設計者提供內容和戰術特徵的幻想遊戲模組地圖。
用於不同類型內容的進化演算法是通用且相似的,除了在第二章中介紹的新穎稀疏初始化技術。內容生成系統的變化點在於其適應度函數的設計以及被搜尋物件的空間表示方式。設計並解釋了各種不同的適應度函數,並且對數位物件的設計應用了截然不同的表示方式,這些物件本質上都是用於遊戲的地圖。