arXiv:2606.02832cs.AI2026-06

用玩家碰撞数据生成游戏敌人形态,效果优于传统方法。

An Exploration of Collision-based Enemy Morphology Generation

论文配图:An Exploration of Collision-based Enemy Morphology Generation
图 1 · 摘自论文原文
  • 基于玩家碰撞信息设计三种新形态生成方法。
  • 三种方法均优于或等同于机器人领域的进化基线。
  • 适合游戏开发中自动设计敌人外形的场景。

尽管已有大量关于程序化内容生成(PCG)的研究,但针对游戏敌人生成的工作仍很有限,尤其是敌人形态(即游戏内敌人的基本身体结构或碰撞信息)的生成几乎空白,尽管机器人领域已有相关形态生成研究。本文探索了三种基于玩家碰撞信息生成敌人形态的新方法。实验发现,每种方法各有优劣,但整体表现均优于或等同于从机器人领域迁移而来的进化基线方法。

原文摘要 · Abstract (English)

Despite a great deal of prior research into Procedural Content Generation (PCG), relatively little prior work has explored generating enemies for video games. In particular, there is almost no work on generating enemy morphologies, the basic body plan or collision information for in-game enemies, despite the existence of related morphology generation work in robotics. In this paper, we explore three different novel approaches to generate enemy morphologies based on player collision information. We found that each approach provides different strengths and weaknesses, but all had equivalent or better performance than an evolutionary baseline adapted from prior robotics morphology work.

游戏生成形态生成碰撞建模

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