论文标题
Minecraft的自动iSovist计算
Automated Isovist Computation for Minecraft
论文作者
论文摘要
游戏和游戏的程序内容生成是研究和行业的增长趋势,即使对内容的外观良好,也没有如何自动评估它。过去已经开发了许多指标,通常集中在整个工件上,并且主要缺乏人类的经验基础。在这项研究中,我们开发了一组新的自动指标,这些指标是由建筑的想法,即iSovists和太空语法的动机,它们具有捕捉人类空间体验的记录。从玩家的角度来看,可以为特定的游戏状态计算这些指标,并考虑其在游戏世界中的体现。我们展示了如何将这些指标应用于Minecraft的3D区块。我们使用Minecraft中GDMC结算生成挑战中生成的定居点的数据集,并在Isovist属性和评级人类法官之间建立了几个基于等级的相关性。我们还制作了一系列热图,以证明该方法的基于位置的适用性,从而可以开发这些指标作为在特定时间和空间上进行游戏体验的措施。
Procedural content generation for games is a growing trend in both research and industry, even though there is no consensus of how good content looks, nor how to automatically evaluate it. A number of metrics have been developed in the past, usually focused on the artifact as a whole, and mostly lacking grounding in human experience. In this study we develop a new set of automated metrics, motivated by ideas from architecture, namely isovists and space syntax, which have a track record of capturing human experience of space. These metrics can be computed for a specific game state, from the player's perspective, and take into account their embodiment in the game world. We show how to apply those metrics to the 3d blockworld of Minecraft. We use a dataset of generated settlements from the GDMC Settlement Generation Challenge in Minecraft and establish several rank-based correlations between the isovist properties and the rating human judges gave those settelements. We also produce a range of heat maps that demonstrate the location based applicability of the approach, which allows for development of those metrics as measures for a game experience at a specific time and space.