Talakat: Bullet Hell Generation through Constrained Map-Elites
June 12, 2018 Β· Declared Dead Β· π Annual Conference on Genetic and Evolutionary Computation
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Authors
Ahmed Khalifa, Scott Lee, Andy Nealen, Julian Togelius
arXiv ID
1806.04718
Category
cs.AI: Artificial Intelligence
Citations
84
Venue
Annual Conference on Genetic and Evolutionary Computation
Last Checked
2 months ago
Abstract
We describe a search-based approach to generating new levels for bullet hell games, which are action games characterized by and requiring avoidance of a very large amount of projectiles. Levels are represented using a domain-specific description language, and search in the space defined by this language is performed by a novel variant of the Map-Elites algorithm which incorporates a feasible- infeasible approach to constraint satisfaction. Simulation-based evaluation is used to gauge the fitness of levels, using an agent based on best-first search. The performance of the agent can be tuned according to the two dimensions of strategy and dexterity, making it possible to search for level configurations that require a specific combination of both. As far as we know, this paper describes the first generator for this game genre, and includes several algorithmic innovations.
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