Proceedings of the Australasian Computer Science Week Multiconference 2016
DOI: 10.1145/2843043.2843479
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Procedural urban environments for FPS games

Abstract: This paper presents a novel approach to procedural generation of urban maps for First Person Shooter (FPS) games. A multi-agent evolutionary system is employed to place streets, buildings and other items inside the Unity3D game engine, resulting in playable video game levels. A computational agent is trained using machine learning techniques to capture the intent of the game designer as part of the multi-agent system, and to enable a semi-automated aesthetic selection for the underlying genetic algorithm. CCS … Show more

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Cited by 6 publications
(6 citation statements)
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“…Similar approaches have been adopted for terrain generation (Walsh and Gade 2010), game textures (Yoon and Kim 2012) and specific game assets (Provano et al 2015). To date there has been little focus on utilizing an IGA in the development of game maps for multiplayer FPS games, though early iterations of the research described in this paper would fall into this category (Kruse et al 2016).…”
Section: Evolving First Person Shooter Game Mapsmentioning
confidence: 99%
“…Similar approaches have been adopted for terrain generation (Walsh and Gade 2010), game textures (Yoon and Kim 2012) and specific game assets (Provano et al 2015). To date there has been little focus on utilizing an IGA in the development of game maps for multiplayer FPS games, though early iterations of the research described in this paper would fall into this category (Kruse et al 2016).…”
Section: Evolving First Person Shooter Game Mapsmentioning
confidence: 99%
“…Focusing more on the level generation focused contents, multiple works are done to either create the contents by using PCG [27], [37], [46], [38]- [45], thus automating the content generation in the game in term of its physical contents. While several other works improve such content generation into the logical contents of the game by focusing into its game difficulty [47]- [56], creating an adaptive and adjustable level generation personalized to each unique user.…”
Section: Focused Contentmentioning
confidence: 99%
“…Offline PCG facilitate the game development process and typically involves systems that assist game developers in their design process [16,17] or through the creation of game assets [18] or levels [19][20][21]. Traditional approaches to PCG utilise a number of techniques or theoretical frameworks, such as L-systems [22] or other space based approaches 3 [23], statecharts [24] and petri nets [25], along with an emergence of declarative approaches [26] or those using techniques such as answer set programming [27].…”
Section: Procedural Content Generationmentioning
confidence: 99%