Procedural urban environments for FPS games
April 20, 2016 Β· Declared Dead Β· π Australasian Computer Science Week
"No code URL or promise found in abstract"
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Authors
Jan Kruse, Ricardo Sosa, Andy M. Connor
arXiv ID
1604.05791
Category
cs.AI: Artificial Intelligence
Cross-listed
cs.HC,
cs.NE
Citations
9
Venue
Australasian Computer Science Week
Last Checked
4 months ago
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.
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