588 research outputs found
Evolving interesting maps for a first person shooter
We address the problem of automatically designing maps for first-person shooter (FPS) games. An efficient solution to this procedural content generation (PCG) problem could allow the design of FPS games of lower development cost with near-infinite replay value and capability to adapt to the skills and preferences of individual players. We propose a search-based solution, where maps are evolved to optimize a fitness function that is based on the playersâ average fighting time. For that purpose, four different map representations are tested and compared. Results obtained showcase the clear advantage of some representations in generating interesting FPS maps and demonstrate the promise of the approach followed for automatic level design in that game genre.peer-reviewe
Refining the paradigm of sketching in AI-based level design
This paper describes computational processes which
can simulate how human designers sketch and then iteratively
refine their work. The paper uses the concept of a
map sketch as an initial, low-resolution and low-fidelity
prototype of a game level, and suggests how such map
sketches can be refined computationally. Different case
studies with map sketches of different genres showcase
how refinement can be achieved via increasing the resolution
of the game level, increasing the fidelity of the
function which evaluates it, or a combination of the two.
While these case studies use genetic algorithms to automatically
generate levels at different degrees of refinement,
the general method described in this paper can be
used with most procedural generation methods, as well
as for AI-assisted design alongside a human creator.The research was supported, in part, by the FP7 ICT projects
C2Learn (project no: 318480) and ILearnRW (project no:
318803), and by the FP7 Marie Curie CIG project Auto-
GameDesign (project no: 630665).peer-reviewe
Pairing character classes in a deathmatch shooter game via a deep-learning surrogate model
This paper introduces a surrogate model of gameplay that learns the mapping between different game facets, and applies it to a generative system which designs new content in one of these facets. Focusing on the shooter game genre, the paper explores how deep learning can help build a model which combines the game level structure and the game's character class parameters as input and the gameplay outcomes as output. The model is trained on a large corpus of game data from simulations with artificial agents in random sets of levels and class parameters. The model is then used to generate classes for specific levels and for a desired game outcome, such as balanced matches of short duration. Findings in this paper show that the system can be expressive and can generate classes for both computer generated and human authored levels.peer-reviewe
EvoTanks: co-evolutionary development of game-playing agents
This paper describes the EvoTanks research project, a continuing attempt to develop strong AI players for a primitive 'Combat' style video game using evolutionary computational methods with artificial neural networks. A small but challenging feat due to the necessity for agent's actions to rely heavily on opponent behaviour. Previous investigation has shown the agents are capable of developing high performance behaviours by evolving against scripted opponents; however these are local to the trained opponent. The focus of this paper shows results from the use of co-evolution on the same population. Results show agents no longer succumb to trappings of local maxima within the search space and are capable of converging on high fitness behaviours local to their population without the use of scripted opponents
Neuroevolution in Games: State of the Art and Open Challenges
This paper surveys research on applying neuroevolution (NE) to games. In
neuroevolution, artificial neural networks are trained through evolutionary
algorithms, taking inspiration from the way biological brains evolved. We
analyse the application of NE in games along five different axes, which are the
role NE is chosen to play in a game, the different types of neural networks
used, the way these networks are evolved, how the fitness is determined and
what type of input the network receives. The article also highlights important
open research challenges in the field.Comment: - Added more references - Corrected typos - Added an overview table
(Table 1
Learning Human Behavior From Observation For Gaming Applications
The gaming industry has reached a point where improving graphics has only a small effect on how much a player will enjoy a game. One focus has turned to adding more humanlike characteristics into computer game agents. Machine learning techniques are being used scarcely in games, although they do offer powerful means for creating humanlike behaviors in agents. The first person shooter (FPS), Quake 2, is an open source game that offers a multi-agent environment to create game agents (bots) in. This work attempts to combine neural networks with a modeling paradigm known as context based reasoning (CxBR) to create a contextual game observation (CONGO) system that produces Quake 2 agents that behave as a human player trains them to act. A default level of intelligence is instilled into the bots through contextual scripts to prevent the bot from being trained to be completely useless. The results show that the humanness and entertainment value as compared to a traditional scripted bot have improved, although, CONGO bots usually ranked only slightly above a novice skill level. Overall, CONGO is a technique that offers the gaming community a mode of game play that has promising entertainment value
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