arXiv:2605.30570cs.AI2026-05

用新地图表示法生成更丰富多样的FPS游戏关卡。

Procedural Generation of First Person Shooter Maps using Map-Elites

论文配图:Procedural Generation of First Person Shooter Maps using Map-Elites
图 1 · 摘自论文原文
  • 提出四种地图表示法,包括两种全新设计。
  • 新方法生成关卡在多样性和质量上均优于旧方法。
  • 适合游戏设计、算法生成与关卡多样性研究者。

本文研究将MAP-Elites(一种经典的品质多样性算法)应用于第一人称射击游戏(FPS)关卡生成。对比了两种已有地图表示法(All-Black和Grid-Graph),并引入两种新表示法(Point-Line和Spatial-Layout),以更好刻画FPS地图特征。定义了一系列拓扑属性指标(仅依赖布局)和涌现属性指标(需通过实际游戏评估)。通过深入分析,确定了引导MAP-Elites光照过程的最佳特征。采用带滑动边界的MAP-Elites(MESB)演化FPS地图种群。结果表明,新表示法生成的地图在多样性与质量上均显著优于先前方法。

原文摘要 · Abstract (English)

We investigate the application of MAP-Elites (a well-known quality diversity algorithm) to design levels for First-Person Shooter (FPS) games. We consider two well-known map representations (All-Black and Grid-Graph) and introduce two novel representations (Point-Line and Spatial-Layout) that improve the characterization of FPS maps. We define a series of metrics to describe maps' topological properties (which solely depend on maps' layout), and emergent properties (which must be evaluated through actual gameplay). We perform an in-depth analysis to identify the most suitable features to guide MAP-Elites illumination process. We apply MAP-Elites with Sliding Boundaries (MESB) to evolve populations of FPS maps. Our results show that the new representations can generate maps with higher diversity and quality than the representations previously used for evolving FPS maps.

关卡生成算法设计品质多样性

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