38 research outputs found
Multiobjective exploration of the StarCraft map space
This paper presents a search-based method for
generating maps for the popular real-time strategy (RTS) game
StarCraft. We devise a representation of StarCraft maps suitable
for evolutionary search, along with a set of fitness functions
based on predicted entertainment value of those maps, as
derived from theories of player experience. A multiobjective
evolutionary algorithm is then used to evolve complete Star-
Craft maps based on the representation and selected fitness
functions. The output of this algorithm is a Pareto front
approximation visualizing the tradeoff between the several
fitness functions used, and where each point on the front
represents a viable map. We argue that this method is useful
for both automatic and machine-assisted map generation, and
in particular that the Pareto fronts are excellent design support
tools for human map designers.This research was supported in part by the Danish Research
Agency, Ministry of Science, Technology and Innovation;
project name: Adaptive Game Content Creation using
Computational Intelligence (AGameComIn); project number:
274-09-0083.peer-reviewe
Neuroevolutionary constrained optimization for content creation
This paper presents a constraint-based procedural
content generation (PCG) framework used for the creation of
novel and high-performing content. Specifically, we examine
the efficiency of the framework for the creation of spaceship
design (hull shape and spaceship attributes such as weapon and
thruster types and topologies) independently of game physics
and steering strategies. According to the proposed framework,
the designer picks a set of requirements for the spaceship
that a constrained optimizer attempts to satisfy. The constraint
satisfaction approach followed is based on neuroevolution;
Compositional Pattern-Producing Networks (CPPNs) which
represent the spaceship’s design are trained via a constraintbased
evolutionary algorithm. Results obtained in a number
of evolutionary runs using a set of constraints and objectives
show that the generated spaceships perform well in movement,
combat and survival tasks and are also visually appealing.peer-reviewe
A spatially-structured PCG method for content diversity in a Physics-based simulation game
This paper presents a spatially-structured evolutionary algorithm (EA) to procedurally generate game maps of di ferent levels of di ficulty to be solved, in Gravityvolve!, a physics-based simulation videogame that we have implemented and which is inspired by the n-
body problem, a classical problem in the fi eld of physics and mathematics. The proposal consists of a steady-state EA whose population is partitioned into three groups according to the di ficulty of the generated content (hard, medium or easy) which can be easily adapted to handle the automatic creation of content of diverse nature in other games. In addition, we present three fitness functions, based on multiple criteria (i.e:, intersections, gravitational acceleration and simulations), that were used experimentally to conduct the search process for creating a database of
maps with di ferent di ficulty in Gravityvolve!.Universidad de Málaga. Campus de Excelencia Internacional AndalucÃa Tech
Spicing up map generation
We describe a search-based map generator for the classic real-time strategy game Dune 2. The generator is capable of creating playable maps in seconds, which can be used with a partial recreation of Dune 2 that has been implemented using the Strategy Game Description Language. Map genotypes are represented as low-resolution matrices, which are then converted to higher-resolution maps through a stochastic process involving cellular automata. Map phenotypes are evaluated using a set of heuristics based on the gameplay requirements of Dune 2.peer-reviewe
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
Towards procedural strategy game generation : evolving complementary unit types
The Strategy Game Description Game Language (SGDL) is intended to become a complete description of all aspects of strategy games, including rules, parameters, scenarios, maps, and unit types. One of the main envisioned uses of SGDL, in combination with an evolutionary algorithm and appropriate fitness functions, is to allow the generation of complete new strategy games or variations of old ones. This paper presents a first version of SGDL, capable of describing unit types and their properties, together with plans for how it will be extended to other sub-domains of strategy games. As a proof of the viability of the idea and implementation, an experiment is presented where unit types are evolved so as to generate complementary properties. A fitness function based on Monte Carlo simulation of gameplay is devised to test complementarity.peer-reviewe
Generación automática de contenido para un nuevo juego basado en el problema de los tres cuerpos
Este trabajo presenta un algoritmo de generaci ón de contenido por procedimientos capaz de crear mapas completos para un videojuego que simula fenómenos fà sicos. El algoritmo evolutivo desarrollado intenta mejorar la difi cultad de los mapas. Además, gracias al uso de
poblaciones estructuradas, el algoritmo puede construir mapas que supongan un desafiÃo tanto a los jugadores más avanzados como a los m ás inexpertos.Universidad de Málaga. Campus de Excelencia Internacional AndalucÃa Tech
Volcano: An interactive sword generator
In this work, we introduce Volcano, a tool for the procedural generation of 3D models of swords. Unlike common procedural content generation tools, it exploits interactive evolution to reduce as much as possible the effort of the users during the generation process. Indeed, Volcano allows to forge the desired type of swords through a rather simple visual exploration of the design space. The 3D models generated with the tool can be directly used as game assets or further developed with a standard modeling software. A prototype of Volcano was tested by 30 users, including both students and game developers. The feedbacks received are very positive: tools like Volcano might be useful both for players, to create user contents, and for developers, to speed-up the design of game contents