RMIT University
Browse

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

conference contribution
posted on 2024-10-31, 17:29 authored by William Raffe, Fabio ZambettaFabio Zambetta, Xiaodong LiXiaodong Li
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.

History

Start page

673

End page

680

Total pages

8

Outlet

Proceedings of 2013 IEEE Congress on Evolutionary Computation

Editors

C. A. Coello Coello

Name of conference

2013 IEEE Congress on Evolutionary Computation

Publisher

IEEE

Place published

Piscataway, USA

Start date

2013-06-20

End date

2013-06-23

Language

English

Copyright

© 2013 IEEE

Former Identifier

2006044605

Esploro creation date

2020-06-22

Fedora creation date

2014-05-13