Please use this identifier to cite or link to this item:
https://www.um.edu.mt/library/oar/handle/123456789/29717
Title: | Multi-level evolution of shooter levels |
Authors: | Cachia, William Liapis, Antonios Yannakakis, Georgios N. |
Keywords: | Level design (Computer science) Computer games -- Design Evolutionary computation |
Issue Date: | 2015-11 |
Publisher: | Association for the Advancement of Artificial Intelligence |
Citation: | Cachia, W., Liapis, A., & Yannakakis, G. N. (2015). Multi-level evolution of shooter levels. Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Environment, AIIDE. |
Abstract: | This paper introduces a search-based generative process for first person shooter levels. Genetic algorithms evolve the level’s architecture and the placement of powerups and player spawnpoints, generating levels with one floor or two floors. The evaluation of generated levels combines metrics collected from simulations of artificial agents competing in the level and theory-based heuristics targeting general level design patterns. Both simulation-based and theory-driven evaluations target player balance and exploration, while resulting levels emergently exhibit several popular design patters of shooter levels. |
URI: | https://www.um.edu.mt/library/oar//handle/123456789/29717 |
Appears in Collections: | Scholarly Works - InsDG |
Files in This Item:
File | Description | Size | Format | |
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Multi-level_evolution_of_shooter_levels_2015.pdf | 921.42 kB | Adobe PDF | View/Open |
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