作者: Seth Cooper , Matthew Guzdial
DOI:
关键词:
摘要: Player paths are an important consideration when procedurally generating levels. However, player paths are typically incorporated as part of an evaluation process or overlaid on level structure in training data. Here we present a constraint-based level generation approach that takes a path through the level as input and attempts to generate a level containing that path. We describe an interactive level generation tool where the generator creates levels based on paths the user draws. We characterize the types of paths and levels generated by the approach.