Evolving Interesting Maps for a First Person Shooter

  • Luigi Cardamone
  • Georgios N. Yannakakis
  • Julian Togelius
  • Pier Luca Lanzi
Part of the Lecture Notes in Computer Science book series (LNCS, volume 6624)

Abstract

We address the problem of automatically designing maps for first-person shooter (FPS) games. An efficient solution to this procedural content generation (PCG) problem could allow the design of FPS games of lower development cost with near-infinite replay value and capability to adapt to the skills and preferences of individual players. We propose a search-based solution, where maps are evolved to optimize a fitness function that is based on the players’ average fighting time. For that purpose, four different map representations are tested and compared. Results obtained showcase the clear advantage of some representations in generating interesting FPS maps and demonstrate the promise of the approach followed for automatic level design in that game genre.

Keywords

Procedural content generation Search-based Evolutionary algorithms First-person shooters Player experience Games 

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Copyright information

© Springer-Verlag Berlin Heidelberg 2011

Authors and Affiliations

  • Luigi Cardamone
    • 1
  • Georgios N. Yannakakis
    • 2
  • Julian Togelius
    • 2
  • Pier Luca Lanzi
    • 1
  1. 1.Politecnico Di MilanoMilanoItaly
  2. 2.IT University of CopenhagenCopenhagenDenmark

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