Please use this identifier to cite or link to this item:
https://www.um.edu.mt/library/oar/handle/123456789/81279| Title: | Towards multiobjective procedural map generation |
| Authors: | Togelius, Julian Preuss, Mike Yannakakis, Georgios N. |
| Keywords: | Video games -- Design Level design (Computer science) Artificial intelligence Machine learning |
| Issue Date: | 2010 |
| Publisher: | Foundations of Digital Games |
| Citation: | Togelius, J., Preuss, M., & Yannakakis, G. N. (2010). Towards multiobjective procedural map generation. PCGames '10: Proceedings of the 2010 Workshop on Procedural Content Generation in Games, Monterey. |
| Abstract: | A search-based procedural content generation (SBPCG) algorithm for strategy game maps is proposed. Two representations for strategy game maps are devised, along with a number of objectives relating to predicted player experience. A multiobjective evolutionary algorithm is used for searching the space of maps for candidates that satisfy pairs of these objectives. As the objectives are inherently partially conflicting, the algorithm generates Pareto fronts showing how these objectives can be balanced. Such fronts are argued to be a valuable tool for designers looking to balance various design needs. Choosing appropriate points (manually or automatically) on the Pareto fronts, maps can be found that exhibit good map design according to specified criteria, and could either be used directly in e.g. an RTS game or form the basis for further human design. |
| URI: | https://www.um.edu.mt/library/oar/handle/123456789/81279 |
| Appears in Collections: | Scholarly Works - InsDG |
Files in This Item:
| File | Description | Size | Format | |
|---|---|---|---|---|
| Towards_multiobjective_procedural_map_generation_2010.pdf | 3.28 MB | Adobe PDF | View/Open |
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