Proceedings of the 13th International Conference on the Foundations of Digital Games 2018
DOI: 10.1145/3235765.3235816
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Pairing character classes in a deathmatch shooter game via a deep-learning surrogate model

Abstract: This paper introduces a surrogate model of gameplay that learns the mapping between different game facets, and applies it to a generative system which designs new content in one of these facets. Focusing on the shooter game genre, the paper explores how deep learning can help build a model which combines the game level structure and the game's character class parameters as input and the gameplay outcomes as output. The model is trained on a large corpus of game data from simulations with artificial agents in r… Show more

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Cited by 9 publications
(15 citation statements)
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References 22 publications
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“…The generation of mechanics is equally popular (8% of papers), sometimes combined with level generation [25] or graphics generation [64]. Mechanics refer to actions players can take [25,110], but in this case a broader view of mechanics is used to include gameplay parameters of weapons and character classes [45,64,69]. Generated story elements also feature in 5 papers, although the classification is broad since papers range from generating plots for mysteries [50], to NPC biographies [33], to satellite sentences [71].…”
Section: Types Of Content Generatedmentioning
confidence: 99%
See 2 more Smart Citations
“…The generation of mechanics is equally popular (8% of papers), sometimes combined with level generation [25] or graphics generation [64]. Mechanics refer to actions players can take [25,110], but in this case a broader view of mechanics is used to include gameplay parameters of weapons and character classes [45,64,69]. Generated story elements also feature in 5 papers, although the classification is broad since papers range from generating plots for mysteries [50], to NPC biographies [33], to satellite sentences [71].…”
Section: Types Of Content Generatedmentioning
confidence: 99%
“…In the last decade, 14 papers published at the PCG workshop use artificial evolution to generate levels (8 papers) and/or mechanics (4 papers), or graphics [19,37,64]. Machine learning has also been applied in 7 PCG workshop papers, in the form of non-negative matrix factorization [109], random forests [5], self-organizing maps [72], deep learning [44,45], and wave function collapse [46,47]. Notably, 4 of these 7 papers are published from 2017 onwards.…”
Section: Algorithmic Processesmentioning
confidence: 99%
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“…Platformer game utilizes a platform as a playing field for the player to do its actions, due to its nature, PCG are able to alter the playing field by using multiple methods [52]. First Person Shooter [92], [93] Another prevalent game model that uses maps are first person shooter (FPS) games, where a player controls an in-game avatar that has a first-person view as if the player is seeing the object in real life. Similar to platformer games, maps can also be generated using PCG [92].…”
Section: Game Modelmentioning
confidence: 99%
“…First Person Shooter [92], [93] Another prevalent game model that uses maps are first person shooter (FPS) games, where a player controls an in-game avatar that has a first-person view as if the player is seeing the object in real life. Similar to platformer games, maps can also be generated using PCG [92]. Not limited to maps, FPS require players to face another player as an opponent, be it another human player, or an A.I., which in fact, can be generated procedurally by using PCG [93].…”
Section: Game Modelmentioning
confidence: 99%