Procedural Video Game Scene Generation by Genetic and Neutrosophic WASPAS Algorithms

被引:10
|
作者
Petrovas, Aurimas [1 ]
Bausys, Romualdas [1 ]
机构
[1] Vilnius Gediminas Tech Univ, Dept Graph Syst, Sauletekio Al 11, LT-10223 Vilnius, Lithuania
来源
APPLIED SCIENCES-BASEL | 2022年 / 12卷 / 02期
关键词
genetic algorithm; procedural generation; game scene; multicriteria decision making; WASPAS-SVNS;
D O I
10.3390/app12020772
中图分类号
O6 [化学];
学科分类号
0703 ;
摘要
The demand for automated game development assistance tools can be fulfilled by computational creativity algorithms. The procedural generation is one of the topics for creative content development. The main procedural generation challenge for game level layout is how to create a diverse set of levels that could match a human-crafted game scene. Our game scene layouts are created randomly and then sculpted using a genetic algorithm. To address the issue of fitness calculation with conflicting criteria, we use weighted aggregated sum product assessment (WASPAS) in a single-valued neutrosophic set environment (SVNS) that models the indeterminacy with truth, intermediacy, and falsehood memberships. Results are presented as an encoded game object grid where each game object type has a specific function. The algorithm creates a diverse set of game scene layouts by combining game rules validation and aesthetic principles. It successfully creates functional aesthetic patterns without specifically defining the shapes of the combination of games' objects.
引用
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页数:16
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