arXiv:2607.12097cs.AI2026-07

提出游戏关卡时间动态表示法,实现更自然的关卡生成。

Representing and Generating Levels Over Time through Playtrace Reconstructive Partitioning

论文配图:Representing and Generating Levels Over Time through Playtrace Reconstructive Partitioning
图 1 · 摘自论文原文
  • 用'蛋糕'结构隐式编码关卡随时间变化的动态信息。
  • 在《推箱子》中生成有效关卡,且解法多样性不降低。
  • 适合想提升关卡生成真实感的研究者和开发者。

视频游戏是一种随时间演进的动态媒介。尽管已有多种程序化内容生成(PCG)方法用于生成游戏关卡,但这些方法通常使用抽象掉动态特性的表示方式。本文提出一种领域无关的新型'蛋糕'表示法,用于捕捉关卡随时间的变化特性,并隐式编码动态信息。我们设计了专为此表示法开发的关卡生成方法——玩迹重构分割(Playtrace Reconstructive Partitioning, PRP)。在《推箱子》(Sokoban)游戏中,与六种最先进的PCG方法对比,结果表明我们的方法能生成有效关卡,同时保持解法多样性。我们认为,相比现有表示,'蛋糕'表示更清晰地捕捉了游戏的隐含动态性,从而支持了通用的关卡生成算法PRP。

原文摘要 · Abstract (English)

Video games are a dynamic medium experienced over time. While there are many Procedural Content Generation (PCG) approaches for generating video game levels, they often use representations that abstract away this dynamic nature. In this paper, we introduce a novel, domain-independent ``cake'' representation for game levels over time which implicitly encodes dynamic information. We present a novel level generation approach Playtrace Reconstructive Partitioning (PRP) specifically developed for this cake representation. We compare against six state-of-the-art PCG approaches in the game domain of \textit{Sokoban}, and find that our approach can generate valid levels without sacrificing solution diversity. We believe our cake representation more neatly encodes the implicit dynamic nature of games compared to existing representations, which allows for our domain-agnostic level generation algorithm PRP.

关卡生成动态表示程序化内容

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