Neuroevolution of content layout in the PCG: Angry bots video game

Publication Type:
Conference Proceeding
Citation:
2013 IEEE Congress on Evolutionary Computation, CEC 2013, 2013, pp. 673 - 680
Issue Date:
2013-08-21
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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 the game PCG: Angry Bots. In this game, after a player has experienced a map, a recommender system is used to capture their feedback and construct a player model to evaluate future generations of CPPNs. The result is a content layout scheme that is optimized to the preferences and skill of an individual player. We provide a series of case studies that demonstrate the system as it is being used by various types of players. © 2013 IEEE.
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