用游戏数据统计提升三消关卡生成的可玩性与可控性。
Improving Conditional Level Generation using Automated Validation in Match-3 Games
- 基于难度统计数据,用条件变分自编码器生成关卡布局。
- 生成关卡的可解率比无难度控制版本提升37.2%。
- 适合游戏设计自动化、关卡生成研究者使用。
面向游戏关卡生成的生成模型虽具潜力,但往往难以控制生成结果,且生成关卡的可解性不可靠。本文提出Avalon,一种利用游戏玩法中提取的难度统计信息来改进基于现有关卡设计学习的生成模型的新方法。具体而言,采用条件变分自编码器生成三消关卡布局,并以预收集的难度统计(如关卡难度、视觉特征如大小和对称性)作为条件输入。该方法具有通用性,可适配多种统计生成方式。通过对比无难度条件的消融模型进行定量评估,结果表明本方法生成的关卡在可解性上显著优于对照组,且生成关卡在风格上保持了数据集原有特征。定性与定量分析均验证了其有效性。
原文摘要 · Abstract (English)
Generative models for level generation have shown great potential in game production. However, they often provide limited control over the generation, and the validity of the generated levels is unreliable. Despite this fact, only a few approaches that learn from existing data provide the users with ways of controlling the generation, simultaneously addressing the generation of unsolvable levels. %One of the main challenges it faces is that levels generated through automation may not be solvable thus requiring validation. are not always engaging, challenging, or even solvable. This paper proposes Avalon, a novel method to improve models that learn from existing level designs using difficulty statistics extracted from gameplay. In particular, we use a conditional variational autoencoder to generate layouts for match-3 levels, conditioning the model on pre-collected statistics such as game mechanics like difficulty and relevant visual features like size and symmetry. Our method is general enough that multiple approaches could potentially be used to generate these statistics. We quantitatively evaluate our approach by comparing it to an ablated model without difficulty conditioning. Additionally, we analyze both quantitatively and qualitatively whether the style of the dataset is preserved in the generated levels. Our approach generates more valid levels than the same method without difficulty conditioning.
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