2013
DOI: 10.1007/s10710-012-9174-5
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Controllable procedural map generation via multiobjective evolution

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 tu… Show more

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Cited by 48 publications
(24 citation statements)
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“…the work by Kelly). Alternative approaches to multi-domain content generation include data flow systems (Silva et al, 2015;Ganster and Klein, 2007), combining procedural models into a meta-procedural model (Gurin et al, 2016a;Gurin et al, 2016b;Grosbellet et al, 2015;Genevaux et al, 2015), declarative modelling (Smelik et al, 2010;Smelik et al, 2011), answer set programming (Smith and Mateas, 2011) and evolutionary algorithms (Togelius et al, 2013b). Silva augments generative grammars by representing them as a data flow graph.…”
Section: Multi-domain Content Generationmentioning
confidence: 99%
“…the work by Kelly). Alternative approaches to multi-domain content generation include data flow systems (Silva et al, 2015;Ganster and Klein, 2007), combining procedural models into a meta-procedural model (Gurin et al, 2016a;Gurin et al, 2016b;Grosbellet et al, 2015;Genevaux et al, 2015), declarative modelling (Smelik et al, 2010;Smelik et al, 2011), answer set programming (Smith and Mateas, 2011) and evolutionary algorithms (Togelius et al, 2013b). Silva augments generative grammars by representing them as a data flow graph.…”
Section: Multi-domain Content Generationmentioning
confidence: 99%
“…Level generation has only increased in scale and commercial appeal in recent years with games such as Minecraft (Mojang 2011) and No Man's Sky (Hello Games 2016) embracing it as a major selling point. Academic interest in level generation is similarly extensive, with levels for first person shooters [4], puzzle games [2], sidescrolling platformers [8], strategy games [9] and many other game genres being generated using a diverse set of techniques.…”
Section: Related Workmentioning
confidence: 99%
“…The family of search-based PCG [1] methods attempt to gradually improve a level by applying local changes; most often, artificial evolution is used and the local changes take the form of mutation of tiles in a grid-based map or recombination of the layouts of two parents to create offspring that combine the features of both parents. In search-based PCG, it is common to select the most promising parents to create the next batch of results (generation) based on a quantifiable objective function which evaluates how appropriate a game level is: examples include the length of its paths [9], the combat duration between artificial agents [4] or the distribution of its treasures [5].…”
Section: Related Workmentioning
confidence: 99%
“…Constraints can be added in a straightforward way into the algorithm, we follow the approach of a modified selection scheme as utilized in [20]: search points within infeasible regions get a penalty that resembles the distance to the next feasible region. During the selection phase, individuals that carry the highest penalties are always removed first, disregarding the quality of their other objective values.…”
Section: Multi-objective Camera Optimisationmentioning
confidence: 99%