5 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 players’ 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
Evoluindo representações de mapas para o jogo Cube 2 : Sauerbraten
Monografia (graduação)—Universidade de Brasília, Instituto de Ciências Exatas, Departamento de Ciência da Computação, 2015.Este trabalho apresenta alternativas às representações de mapas introduzidos no artigo
“Evolving Interesting Maps for a First Person Shooter”, de Luigi Cardamone et al.. Representação
de mapas é utilizado para facilitar ou diminuir os custos de desenvolvimento
para Jogos de Tiro em Primeira Pessoa. Para esta monografia, desenvolvemos quatro
representações de mapas que aderem as técnicas de projeto de níveis do jogo Cube 2:
Sauerbraten (C2) descritas por Marc Saltzman em Secrets of the sages: Level design.
Visando possibilitar a comparação das representações, implementamos três das quatro
representações de mapas descritas em “Evolving Interesting Maps for a First Person
Shooter” bem como as representações propostas nesta monografia. Dessa forma, tornouse
possível realizar experimentos de comparação baseadas nas mesmas métricas e testes
usados por Luigi Cardamone et al.. Os resultados das comparações demonstram que as
representações de mapas desenvolvidas para esta monografia podem ser utilizadas como
alternativas as descritas em “Evolving Interesting Maps for a First Person Shooter”.This work attempts to create alternative map representations to the ones presented in
the research “Evolving Interesting Maps for a First Person Shooter” [5] utilized to facilitate
or lessen the development costs of First Person Shooter (FPS)es. We propose four
representations that follow the design techniques for the game Cube 2: Sauerbraten (C2)
as described by [36], these will be compared to three of the four map representations
described in [5] with the same metrics and tests. These comparisons gave us results that
show that our map representations can be used as viable alternatives to the ones described
in
Multiobjective Evolutionary Map Design for Cube 2: Sauerbraten
Map design is a major challenge in the development of a successful multiplayer first-person shooter. In fact, it has a large impact on the game dynamics and deeply affects the player experience. In this paper, we present a search-based procedural content generation approach to the map design problem in Cube 2: Sauerbraten, an open-source first-person shooter. Extending previous works introduced in the literature, we propose several design objectives to evaluate the maps as well as a novel methodology to compute them. To test our approach, we designed two different design problems that require to deal with conflicting objectives (i.e., balancing, pacing, and achievement of long kill streaks) and with players using different playing styles. The results are promising as they show that our approach, exploiting multiobjective evolution, is able to explore effectively the map design space and to provide maps that feature interesting tradeoffs between the conflicting objectives