This paper introduces a search-based generative pro-cess for first person shooter levels. Genetic algorithms evolve the level’s architecture and the placement of powerups and player spawnpoints, generating levels with one floor or two floors. The evaluation of gen-erated levels combines metrics collected from simu-lations of artificial agents competing in the level and theory-based heuristics targeting general level design patterns. Both simulation-based and theory-driven eval-uations target player balance and exploration, while re-sulting levels emergently exhibit several popular design patters of shooter levels. Procedural content generation (PCG) has often been used in the game industry to create single-player experience
Abstract. In this paper we present a search-based approach for pro-cedural generation of game levels...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
In this paper, we propose the strategy of integrating multiple evolutionary processes for personaliz...
This paper introduces a search-based generative process for first person shooter levels. Genetic al...
This paper outlines an approach for evolutionary procedural generation of video game content. The st...
This paper outlines an approach for evolutionary procedural generation of video game content. The st...
Abstract. This paper presents a generative system for the automatic creation of video game levels. O...
Abstract—This work presents an approach to automatic video game level design consisting of a computa...
This thesis presents an approach to automatic video game level design consisting of a novel computat...
This article was produced in the context of a doctoral consortium.International audienceOur research...
We address the problem of automatically designing maps for first-person shooter (FPS) games. An effi...
Title: Evolutionary Algorithm-Based Procedural Level Generator for a Rogue-like Game Author: Jan Veg...
In this article, we used genetic algorithm and geometric-based approach to generating level for 2D s...
Abstract: Procedural content generation (PCG) is the process of generating video game content throug...
Procedural generation of levels for video games has been around for decades but tends to not produce...
Abstract. In this paper we present a search-based approach for pro-cedural generation of game levels...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
In this paper, we propose the strategy of integrating multiple evolutionary processes for personaliz...
This paper introduces a search-based generative process for first person shooter levels. Genetic al...
This paper outlines an approach for evolutionary procedural generation of video game content. The st...
This paper outlines an approach for evolutionary procedural generation of video game content. The st...
Abstract. This paper presents a generative system for the automatic creation of video game levels. O...
Abstract—This work presents an approach to automatic video game level design consisting of a computa...
This thesis presents an approach to automatic video game level design consisting of a novel computat...
This article was produced in the context of a doctoral consortium.International audienceOur research...
We address the problem of automatically designing maps for first-person shooter (FPS) games. An effi...
Title: Evolutionary Algorithm-Based Procedural Level Generator for a Rogue-like Game Author: Jan Veg...
In this article, we used genetic algorithm and geometric-based approach to generating level for 2D s...
Abstract: Procedural content generation (PCG) is the process of generating video game content throug...
Procedural generation of levels for video games has been around for decades but tends to not produce...
Abstract. In this paper we present a search-based approach for pro-cedural generation of game levels...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
In this paper, we propose the strategy of integrating multiple evolutionary processes for personaliz...