论文标题

迈向友好的混合计划的程序内容生成:三个行业支柱

Towards Friendly Mixed Initiative Procedural Content Generation: Three Pillars of Industry

论文作者

Lai, Gorm, Latham, William, Leymarie, Frederic Fol

论文摘要

尽管游戏行业正在朝着流行平台(例如虚幻,统一或Houdini)以及视频游戏标题以及诸如No Man's Sky and Horizo​​n Zero零黎明(Horiz Horizo​​n Zero Dawn)等受欢迎的平台下的工具迈向过程内容生成(PCG),但就通信和共享方法而言,学术界和行业之间的差距与以往一样大。其中一位作者曾在此间隙的两侧工作,并努力缩短了它并增加了两个部门之间的协同作用,并使用混合启动性接口确定了三个用于PCG的设计支柱。这三个支柱是尊重设计师控制,尊重创作过程并尊重现有的工作过程。尊重的设计师控制是创建一种工具,该工具可以提供足够的控制来提出设计师的愿景。尊重创作过程涉及的反馈循环足够短,因此创作过程不会受到干扰。尊重现有的工作过程意味着PCG工具应轻松插入现有资产管道。作为学者和沟通者,令人惊讶的是,出版物通常不会描述开发人员使用我们的工作或缺乏对一件作品如何适合现有内容管道的考虑的方法。

While the games industry is moving towards procedural content generation (PCG) with tools available under popular platforms such as Unreal, Unity or Houdini, and video game titles like No Man's Sky and Horizon Zero Dawn taking advantage of PCG, the gap between academia and industry is as wide as it has ever been, in terms of communication and sharing methods. One of the authors, has worked on both sides of this gap and in an effort to shorten it and increase the synergy between the two sectors, has identified three design pillars for PCG using mixed-initiative interfaces. The three pillars are Respect Designer Control, Respect the Creative Process and Respect Existing Work Processes. Respecting designer control is about creating a tool that gives enough control to bring out the designer's vision. Respecting the creative process concerns itself with having a feedback loop that is short enough, that the creative process is not disturbed. Respecting existing work processes means that a PCG tool should plug in easily to existing asset pipelines. As academics and communicators, it is surprising that publications often do not describe ways for developers to use our work or lack considerations for how a piece of work might fit into existing content pipelines.

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