2013 IEEE Congress on Evolutionary Computation 2013
DOI: 10.1109/cec.2013.6557633
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Neuroevolution of content layout in the PCG: Angry bots video game

Abstract: Abstract-This paper demonstrates an approach to arranging content within maps of an action-shooter game. Content here refers to any virtual entity that a player will interact with during game-play, including enemies and pick-ups. The content layout for a map is indirectly represented by a Compositional Pattern-Producing Networks (CPPN), which are evolved through the Neuroevolution of Augmenting Topologies (NEAT) algorithm. This representation is utilized within a complete procedural map generation system in th… Show more

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Cited by 9 publications
(6 citation statements)
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“…This means that at any map index, some players are having positive experiences and other are having negative ones, leading to a constant median rating of either 'Poor' or 'Fair' at every map index. These fluctuating ratings were observed in the sample player analysis in [12].…”
Section: Resultsmentioning
confidence: 99%
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“…This means that at any map index, some players are having positive experiences and other are having negative ones, leading to a constant median rating of either 'Poor' or 'Fair' at every map index. These fluctuating ratings were observed in the sample player analysis in [12].…”
Section: Resultsmentioning
confidence: 99%
“…Due to the large solution space of both the geometry and the content quantities, there is a wide variety in maps that were played and no exact map was played by more than one player. As it is hard to establish correlation between such varied maps on a visual basis, readers are referred to [12] for examples of the kind of maps that were evolved for specific players. Table I shows general results of the experiment.…”
Section: Resultsmentioning
confidence: 99%
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“…Role-playing game maps [5] Difficulty, weapon control, and objectives [6] Platforming levels [7] Personality No current games applications Experience Camera position [8,9] Plot/story points [10] Platforming levels [11,12] Action game levels [13] Performance Platforming levels [14] Enemy type and count [15] Platforming levels and dungeon structure [16] Battle missions [17,18] In-game behaviour Quest structure [19,20] Weapon behaviour [21] player model structure. Bateman et al [33] also points out that without empirical evidence the four types in Bartle's model may or may not be mutually exclusive (i.e., it is possible a single player possesses attributes described by two or more types).…”
Section: Preferencesmentioning
confidence: 99%