arXiv:2605.01783cs.AI2026-05

用智能代理实时评估游戏生成内容的可玩性与安全性。

Runtime Evaluation of Procedural Content Generation in an Endless Runner Game Using Autonomous Agents

论文配图:Runtime Evaluation of Procedural Content Generation in an Endless Runner Game Using Autonomous Agents
图 1 · 摘自论文原文
  • 生成内容时同步运行两个代理,分别从空中和地面检查路径
  • 通过射线追踪与物理扫描,提前发现卡关、重复等问题
  • 适合游戏开发与算法评估研究者参考

程序化内容生成(PCG)可自动创建游戏关卡,但常导致内容失衡、阻塞或不可解。本文提出Momentum,一款无限跑酷游戏,将动态地形生成、环境物体放置与自主代理评估整合进同一运行循环。地面块与物体随玩家推进实时生成,物体布局采用受约束的波函数坍缩(WFC)机制,导航表面异步重建以保持与流式环境一致。两名自主评估代理在玩家前方探测路径:空中扫描器几何分析走廊结构,地面代理从可行走角度验证区域。评估管道结合射线追踪、体积物理扫掠、障碍层过滤与结构化崩溃报告,提前识别问题场景。论文展示了生成与验证统一于同一运行时的可行性,建立可量化的评估框架,涵盖可玩性、多样性、可控性与运行性能;推导出生成器的结构性饱和边界,并基于原理量化每个关卡段的代理扫描开销。

原文摘要 · Abstract (English)

Procedural Content Generation (PCG) enables game content to be created algorithmically without direct manual level-design effort, but it introduces a serious evaluation problem: generated content may become unbalanced, blocked, repetitive, or technically unsolvable. This paper presents Momentum, an endless-runner game that integrates runtime terrain generation, environment object spawning, and autonomous agent-based evaluation into a single gameplay loop. Ground tiles and environmental objects are generated dynamically as the player advances, object placement follows a constraint-driven mechanism inspired by Wave Function Collapse (WFC), and the runtime navigation surface is rebuilt asynchronously to remain consistent with the streamed environment. Two autonomous evaluation agents move ahead of the player and inspect the generated path: an aerial scanner that examines the corridor geometrically, and a ground-traversal agent that validates the same region from a navigational perspective. The evaluation pipeline combines ray casting, volumetric physics sweeps, obstacle-layer filtering, and structured crash reporting to identify problematic generated scenarios before they reach the player. The work demonstrates how generation and validation can be unified within the same runtime loop, rather than treating evaluation as a separate offline pass. Around this implementation, the paper formulates a measurable evaluation framework along the canonical PCG axes of playability, diversity, controllability, and runtime performance, derives a structural saturation bound on the spawner from its own placement constraints, and quantifies the per-segment scanning cost of the agents from first principles.

程序化生成游戏评估智能代理

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