Map design is a major challenge in the development of a successful multiplayer first-person shooter. In fact, it has a large impact on the game dynamics and deeply affects the player experience. In this paper, we present a search-based procedural content generation approach to the map design problem in Cube 2: Sauerbraten, an open-source first-person shooter. Extending previous works introduced in the literature, we propose several design objectives to evaluate the maps as well as a novel methodology to compute them. To test our approach, we designed two different design problems that require to deal with conflicting objectives (i.e., balancing, pacing, and achievement of long kill streaks) and with players using different playing styles. T...
Abstract. Recently, a small number of papers have appeared in which the authors implement stochastic...
Şafak Topçu (MEF Author)##nofulltext##In this paper, we present a method to generate map sketches fo...
Artículo publicado en congreso SEED'2013 (I Spanish Symposium on Entertainment Computing), Septiembr...
Map design is a major challenge in the development of a successful multiplayer first-person shooter....
We address the problem of automatically designing maps for first-person shooter (FPS) games. An effi...
A search-based procedural content generation (SBPCG) algorithm for strategy game maps is proposed. T...
In this paper, we propose the strategy of integrating multiple evolutionary processes for personaliz...
In this paper, we propose the strategy of integrating multiple evolutionary processes for personaliz...
© 2015 IEEE. In this paper, we propose the strategy of integrating multiple evolutionary processes f...
his paper shows how multiobjective evolutionary algorithms can be used to procedurally generate comp...
This paper presents a search-based method for generating maps for the popular real-time strategy (RT...
the date of receipt and acceptance should be inserted later Abstract This paper shows how multiobjec...
This paper presents a search-based method for generating maps for the popular real-time strategy (R...
In modern times, procedural content generation sees frequent use in video games, producing anything ...
Recently, a small number of papers have appeared in which the authors implement stochastic search al...
Abstract. Recently, a small number of papers have appeared in which the authors implement stochastic...
Şafak Topçu (MEF Author)##nofulltext##In this paper, we present a method to generate map sketches fo...
Artículo publicado en congreso SEED'2013 (I Spanish Symposium on Entertainment Computing), Septiembr...
Map design is a major challenge in the development of a successful multiplayer first-person shooter....
We address the problem of automatically designing maps for first-person shooter (FPS) games. An effi...
A search-based procedural content generation (SBPCG) algorithm for strategy game maps is proposed. T...
In this paper, we propose the strategy of integrating multiple evolutionary processes for personaliz...
In this paper, we propose the strategy of integrating multiple evolutionary processes for personaliz...
© 2015 IEEE. In this paper, we propose the strategy of integrating multiple evolutionary processes f...
his paper shows how multiobjective evolutionary algorithms can be used to procedurally generate comp...
This paper presents a search-based method for generating maps for the popular real-time strategy (RT...
the date of receipt and acceptance should be inserted later Abstract This paper shows how multiobjec...
This paper presents a search-based method for generating maps for the popular real-time strategy (R...
In modern times, procedural content generation sees frequent use in video games, producing anything ...
Recently, a small number of papers have appeared in which the authors implement stochastic search al...
Abstract. Recently, a small number of papers have appeared in which the authors implement stochastic...
Şafak Topçu (MEF Author)##nofulltext##In this paper, we present a method to generate map sketches fo...
Artículo publicado en congreso SEED'2013 (I Spanish Symposium on Entertainment Computing), Septiembr...