Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/22906
Title: Controllable procedural map generation via multiobjective evolution
Authors: Togelius, Julian
Preuss, Mike
Beume, Nicola
Wessing, Simon
Hagelback, Johan
Yannakakis, Georgios N.
Grappiolo, Corrado
Keywords: Level design (Computer science)
Computer games
Evolutionary computation
Issue Date: 2013
Publisher: Springer New York LLC
Citation: Togelius, J., Preuss, M., Baume, N., Wessing, S., Hagelback, J., Yannakakis, G. N., & Grappiolo, C. (2013). Controllable procedural map generation via multiobjective evolution. Genetic Programming and Evolvable Machines, 14(2), 245-277.
Abstract: This paper shows how multiobjective evolutionary algorithms can be used to procedurally generate complete and playable maps for real-time strategy (RTS) games. We devise heuristic objective functions that measure properties of maps that impact important aspects of gameplay experience. To show the generality of our approach, we design two different evolvable map representations, one for an imaginary generic strategy game based on heightmaps, and one for the classic RTS game StarCraft. The effect of combining tuples or triples of the objective functions are investigated in systematic experiments, in particular which of the objectives are partially conflicting. A selection of generated maps are visually evaluated by a population of skilled StarCraft players, confirming that most of our objectives correspond to perceived gameplay qualities. Our method could be used to completely automate in-game controlled map generation, enabling player-adaptive games, or as a design support tool for human designers.
URI: https://www.um.edu.mt/library/oar//handle/123456789/22906
Appears in Collections:Scholarly Works - InsDG

Files in This Item:
File Description SizeFormat 
ControllableProceduralMapGeneration.pdf768 kBAdobe PDFView/Open


Items in OAR@UM are protected by copyright, with all rights reserved, unless otherwise indicated.