Please use this identifier to cite or link to this item:
https://www.um.edu.mt/library/oar/handle/123456789/22932| Title: | Evolving interesting maps for a first person shooter |
| Authors: | Cardamone, Luigi Yannakakis, Georgios N. Togelius, Julian Lanzi, Pier Luca |
| Keywords: | Computer games Level design (Computer science) |
| Issue Date: | 2011 |
| Publisher: | Springer |
| Citation: | Cardamone L., Yannakakis G. N., Togelius J., & Lanzi P.L. (2011). Evolving interesting maps for a first person shooter. European Conference on the Applications of Evolutionary Computation, Torino. 63-72. |
| Abstract: | 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. |
| URI: | https://www.um.edu.mt/library/oar//handle/123456789/22932 |
| Appears in Collections: | Scholarly Works - InsDG |
Files in This Item:
| File | Description | Size | Format | |
|---|---|---|---|---|
| Evolving_Interesting_Maps_for_a_First_Person_Shoot.pdf | 283.2 kB | Adobe PDF | View/Open |
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