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研究生: 陳品陵
Pin-Ling Chen
論文名稱: 使用戰鬥體驗內容程序化生成動作遊戲關卡內容
Procedural Level Content Generation of Action Games using Tactics
指導教授: 戴文凱
Wen-Kai Tai
口試委員: 廖文宏
陳冠宇
學位類別: 碩士
Master
系所名稱: 電資學院 - 資訊工程系
Department of Computer Science and Information Engineering
論文出版年: 2018
畢業學年度: 106
語文別: 中文
論文頁數: 60
中文關鍵詞: 遊戲關卡生成程序化內容生成基因演算法
外文關鍵詞: Game Level Generation, Procedural Content Generation, Genetic Algorithms
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  • 在生成遊戲內容的相關領域中,許多文獻提出使用程序化內容生成(Procedural Content Generation)的方法,其優點為降低開發成本並增添遊戲內容的隨機性和多樣性,而大部分的方法皆在生成結果前訂定一些由數學公式或其他參數組成的限制條件,使非相關背景的關卡設計師需要冒著誤解限制條件的風險及控制它們的迷茫。

    本論文提出一套混合主導設計(Mixed-Initiative Design)系統,並參考動作遊戲中的遊玩特徵(Gameplay Patterns)歸納出關卡設計師能理解的抽象概念-基本戰術類型,借此有效輔助關卡設計師設計欲生成的戰術內容。我們將生成戰術內容的過程分為兩階段-生成空間(Space)與生成遊戲物件(Game Object)結構,而兩種結構的生成方法皆採用基因演算法(Genetic Algorithms)。

    根據本論文的實驗結果,關卡設計師憑藉我們提出的抽象概念有效地理解與控制欲生成的戰術內容結果。不僅如此,在生成戰術內容的過程分為兩段式處理亦對生成結果具有控制性,使生成的戰術內容結果更符合關卡設計師欲生成的目標戰術類型。另外,借助混合主導設計系統中電腦演算法的影響,使生成的戰術內容結果在符合關卡設計師的控制下有不一樣的細節內容,具備多樣性並增添關卡設計師的創造力。


    In the field of generating game content, there are many research proposed the method of procedural content generation (PCG). The advantage of using PCG is that reduce the costs of designing level and increase the randomness and diversity of game content. Most of methods set the constraints that based on mathematical formulas and parameters before generating the results. This causes the level designers without relevant knowledge to have the risk of misunderstanding the constraints and have the confusion.

    In this paper we present a mixed-initiative design system. We reference the gameplay patterns of action game for define the abstract concepts that the level designers can understand. We called those abstract concepts basic tactics and used them to help level designers design the game content that they want to generate. We divided the process of generating game content into two stages-generating Space and generating Game Object, and both method of those two stages is genetic algorithms.

    Our results show that the level designers understand and effectively control the result of game content that they want to generate by using the basic tactics. Also, the two stages of generating game content are able to control the result of game content that they want to generate. With the effect of computer algorithms in the mixed-initiative design system, the detail in same basic tactics but different results are different. Therefore, the result of game content is diverse and making the level designer has more creativity.

    論文摘要 I Abstract II 誌謝 III 目錄 IV 圖目錄 VI 表目錄 VIII 演算法目錄 IX 1 緒論 1 1.1 研究背景與動機 1 1.2 研究目標 1 1.3 研究方法概述 1 1.4 研究貢獻 2 1.5 本論文之章節結構 3 2 相關研究 4 2.1 混合主導設計(Mixed-Initiative Design) 4 2.2 程序化內容生成 5 2.3 Ludoscope-like Game Level Design Editor 7 3 研究方法 8 3.1 戰術定義 8 3.1.1 埋伏 9 3.1.2 誘導 9 3.1.3 狹路逢敵 10 3.1.4 純防守 10 3.1.5 夾擊 12 3.1.6 戰術總結 12 3.2 生成空間 14 3.2.1 基因演算法 14 3.2.2 適應性函數 16 3.3 生成遊戲物件 20 3.3.1 基因演算法 20 3.3.2 適應性函數 23 4 實驗結果與分析 32 4.1 實驗定義 32 4.1.1 房間定義 32 4.1.2 戰術與適應性函數 32 4.2 實驗結果 35 4.2.1 輪盤式選擇法的有效性 35 4.2.2 生成空間方法的有效性 36 4.2.3 生成遊戲物件方法的有效性 37 4.2.4 生成新群體方法的有效性 40 4.2.5 空間與遊戲物件之間的控制性 40 4.3 使用者回饋 41 5 結論與未來研究方向 44 5.1 貢獻與結論 44 5.2 限制與未來研究方向 44 參考文獻 45 附錄一:使用者回饋的問卷樣本 47 附錄二:組合戰術之2D平面圖 48

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