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arXiv:2610.38987 · v1

Syntactic Segmentation and Collage Generation for Videogame Levels with Perceptual Distance

首次提交 2026-10-29 06:11
版本更新 2026-10-29 06:11
雷达观测 2026-10-30 11:25
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摘要

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.

作者备注:11 pages, 12 figures, 22nd Artificial Intelligence and Interactive Digital Entertainment Conference

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v1 · 2026-10-29 06:11 · 最新观测版本

Syntactic Segmentation and Collage Generation for Videogame Levels with Perceptual Distance

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.

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