Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games 2010
DOI: 10.1109/itw.2010.5593346
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Multiobjective exploration of the StarCraft map space

Abstract: This paper presents a search-based method for generating maps for the popular real-time strategy (RTS) game StarCraft. We devise a representation of StarCraft maps suitable for evolutionary search, along with a set of fitness functions based on predicted entertainment value of those maps, as derived from theories of player experience. A multiobjective evolutionary algorithm is then used to evolve complete Star-Craft maps based on the representation and selected fitness functions. The output of this algorithm i… Show more

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Cited by 88 publications
(75 citation statements)
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References 15 publications
(20 reference statements)
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“…Focusing on PCG for RTS games, Togelius et al [36,37] presented a multi-objective evolutionary algorithm whose objective was to create maps for this kind of games. Mahlmann et al [26] described a search-based map generator for the game Dune 2, which was able to build playable maps using cellular automata (converting low-resolution matrices into maps fulfilling gameplay requirements).…”
Section: Procedural Content Generationmentioning
confidence: 99%
“…Focusing on PCG for RTS games, Togelius et al [36,37] presented a multi-objective evolutionary algorithm whose objective was to create maps for this kind of games. Mahlmann et al [26] described a search-based map generator for the game Dune 2, which was able to build playable maps using cellular automata (converting low-resolution matrices into maps fulfilling gameplay requirements).…”
Section: Procedural Content Generationmentioning
confidence: 99%
“…For example, Julian Togelius et al, designed a SBPCG multiobjective evolutionary algorithm whose objective was create maps for realtime strategy [14,15] and racing [16] games. In a similar way, Ferreira and Toledo [17] presented a SBPCG approach for generating levels for the physicsbased videogame Angry Birds.…”
Section: Introductionmentioning
confidence: 99%
“…PCG systems tend to work in isolation, often as a supplement to a human-designed system, designing aspects of the game's world [1][2][3][4]; generating items or abilities suited to the individual currently playing [5,6]; or generating quests or tasks for the player to undertake [7][8][9]. However, automating design as a whole -that is, the design of a game solely by a system and without direct human judgement -remains largely uninvestigated.…”
Section: Introductionmentioning
confidence: 99%