Abstract
This work presents a procedural content generation system that uses an evolutionary algorithm in order to generate interesting maps for a real-time strategy game, called Planet Wars. Interestingness is here captured by the dynamism of games (i.e., the extent to which they are action-packed). We consider two different approaches to measure the dynamism of the games resulting from these generated maps, one based on fluctuations in the resources controlled by either player and another one based on their confrontations. Both approaches rely on conducting several games on the map under scrutiny using top artificial intelligence (AI) bots for the game. Statistic gathered during these games are then transferred to a fuzzy system that determines the map’s level of dynamism. We use an evolutionary algorithm featuring self-adaptation of mutation parameters and variable-length chromosomes (which means maps of different sizes) to produce increasingly dynamic maps.
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Acknowledgements
This work is partially supported by Spanish MICINN under project ANYSELF (TIN2011-28627-C04-01), and by Junta de Andalucía under project P10-TIC-6083 (DNEMESIS).
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Lara-Cabrera, R., Cotta, C., Fernández-Leiva, A.J. (2014). Using Self-Adaptive Evolutionary Algorithms to Evolve Dynamism-Oriented Maps for a Real Time Strategy Game. In: Lirkov, I., Margenov, S., Waśniewski, J. (eds) Large-Scale Scientific Computing. LSSC 2013. Lecture Notes in Computer Science(), vol 8353. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-662-43880-0_28
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DOI: https://doi.org/10.1007/978-3-662-43880-0_28
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