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arXiv cs.AI· Ross Mawhorter, Matthew Guzdial·· 2 小时前AI 评分20

基于感知距离的电子游戏关卡句法分割与拼贴生成研究

Syntactic Segmentation and Collage Generation for Videogame Levels with Perceptual Distance

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论文提出基于 Space Syntax 架构分析技术的“感知距离”概念,用层次聚类从已有关卡设计中自动计算句法分割和高层图结构,并在 Super Metroid 房间上展示结果、与 StarCraft 分析的既往工作进行比较,同时演示了基于该分割方法的拼贴关卡生成概念验证算法。

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Abstract:In procedural videogame level design, many existing techniques combine hand-authored level chunks. Some existing analysis techniques also rely on a higher-level graph structure which abstracts the level design. In this paper, we explore techniques for computing both of these things automatically from an existing design. We introduce the concept of perceptual distance, based on analysis techniques from the architecture subfield of Space Syntax. We use this perceptual distance to segment level designs with hierarchical clustering. We compare with past work on StarCraft analysis, show results on rooms from Super Metroid, and also demonstrate a proof-of-concept level generation algorithm based on this segmentation method.
Comments: 11 pages, 12 figures, 22nd Artificial Intelligence and Interactive Digital Entertainment Conference
Subjects: Artificial Intelligence (cs.AI)
Cite as: arXiv:2610.38987 [cs.AI]
  (or arXiv:2610.38987v1 [cs.AI] for this version)
  https://doi.org/10.48550/arXiv.2610.38987

arXiv-issued DOI via DataCite (pending registration)

Submission history

From: Matthew Guzdial [view email]
[v1] Wed, 28 Oct 2026 22:11:42 UTC (1,968 KB)

来源:arXiv cs.AI · arxiv.org