arXiv:2508.18539cs.CV2025-08被引 1

让游戏自动识别关键路径入口点,提升导航辅助与关卡设计效率。

Adaptive Visual Navigation Assistant in 3D RPGs

  • 分两阶段检测并排序可通行的连接点,融合局部与全局视觉特征。
  • 小数据下仅用适配器迁移比全网微调更稳定,尤其适合主入口点选择。
  • 为游戏AI导航和数据驱动关卡设计提供新任务、基准模型与数据集。

在复杂的3D游戏环境中,玩家依赖视觉线索发现地图切换点。高效识别这些点对客户端自动绘图至关重要,并可作为评估地图提示呈现效果的客观依据。本文首次将检测可通行空间过渡点(STP)——连接两个子区域的通道——并从中选出唯一主STP(MSTP),即位于设计师设定的关键路径上的那个点——定义为一项新任务。我们提出一个两阶段深度学习流水线:先用Faster R-CNN检测潜在的STP,再通过轻量级的MSTP选择器融合局部与全局视觉特征进行排序。两阶段均采用参数高效的适配器,还引入可选的检索增强融合步骤。主要目标是验证该问题可行性并建立基线性能指标。我们在五个动作角色扮演类游戏上构建的多样化自建数据集上进行了验证。实验表明关键权衡:充足数据下全网络微调表现更优;但在低数据场景及主入口点选择任务中,仅使用适配器迁移显著更鲁棒、更有效。通过定义新问题、提供基线管道与数据集,并揭示高效模型适配的初步洞察,本工作旨在推动未来基于AI的导航辅助与数据驱动关卡设计工具发展。

原文摘要 · Abstract (English)

In complex 3D game environments, players rely on visual affordances to spot map transition points. Efficient identification of such points is important to client-side auto-mapping, and provides an objective basis for evaluating map cue presentation. In this work, we formalize the task of detecting traversable Spatial Transition Points (STPs)-connectors between two sub regions-and selecting the singular Main STP (MSTP), the unique STP that lies on the designer-intended critical path toward the player's current macro-objective, from a single game frame, proposing this as a new research focus. We introduce a two-stage deep-learning pipeline that first detects potential STPs using Faster R-CNN and then ranks them with a lightweight MSTP selector that fuses local and global visual features. Both stages benefit from parameter-efficient adapters, and we further introduce an optional retrieval-augmented fusion step. Our primary goal is to establish the feasibility of this problem and set baseline performance metrics. We validate our approach on a custom-built, diverse dataset collected from five Action RPG titles. Our experiments reveal a key trade-off: while full-network fine-tuning produces superior STP detection with sufficient data, adapter-only transfer is significantly more robust and effective in low-data scenarios and for the MSTP selection task. By defining this novel problem, providing a baseline pipeline and dataset, and offering initial insights into efficient model adaptation, we aim to contribute to future AI-driven navigation aids and data-informed level-design tools.

游戏AI视觉导航适配器关卡设计

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