用数据库和大模型生成可导航的3D游戏关卡,支持灵活的游戏节奏控制。
A Database-Driven Framework for 3D Level Generation with LLMs
- 基于数据库的模块化设计,分阶段构建多层关卡结构。
- 生成关卡可保持导航连通性,支持不同游戏节奏策略。
- 适合游戏开发中需要快速生成多样化关卡的团队使用。
3D游戏关卡的程序化内容生成面临空间连贯性、可通行性和可调节游戏进度之间的平衡挑战。本文提出一种新框架,通过离线方式利用大语言模型构建可复用的数据库,包含建筑组件(设施与房间模板)和游戏机制元素。多阶段流水线依次完成:(1) 从房间数据库中选取并排列实例,形成具有拓扑顺序的多层全局结构;(2) 根据设施数据库中的预设约束优化各房间内部布局;(3) 按拓扑与空间规则将机制组件放置到关卡中,实现基于进程的游戏机制整合。随后的两阶段修复系统确保关卡可通行性。该方法结合模块化数据库设计与约束优化,实现对关卡结构与游戏节奏的系统化控制。初步实验验证了该框架在生成多样化、可通行的3D环境方面的能力,并可通过简单参数化模拟不同的游戏节奏策略。本研究为程序化内容生成提供了可扩展的数据库驱动范式,支持复杂3D关卡的自动化生成与可配置的游戏进程设计。
原文摘要 · Abstract (English)
Procedural Content Generation for 3D game levels faces challenges in balancing spatial coherence, navigational functionality, and adaptable gameplay progression across multi-floor environments. This paper introduces a novel framework for generating such levels, centered on the offline, LLM-assisted construction of reusable databases for architectural components (facilities and room templates) and gameplay mechanic elements. Our multi-phase pipeline assembles levels by: (1) selecting and arranging instances from the Room Database to form a multi-floor global structure with an inherent topological order; (2) optimizing the internal layout of facilities for each room based on predefined constraints from the Facility Database; and (3) integrating progression-based gameplay mechanics by placing components from a Mechanics Database according to their topological and spatial rules. A subsequent two-phase repair system ensures navigability. This approach combines modular, database-driven design with constraint-based optimization, allowing for systematic control over level structure and the adaptable pacing of gameplay elements. Initial experiments validate the framework's ability in generating diverse, navigable 3D environments and its capability to simulate distinct gameplay pacing strategies through simple parameterization. This research advances PCG by presenting a scalable, database-centric foundation for the automated generation of complex 3D levels with configurable gameplay progression.
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