An Evolutionary Algorithm was run in real-time for the procedural generation ofenemies in a third-person, wave based hack and slash and shoot 'em up game. Thealgorithm evaluates enemies as individuals based on their effectiveness at battlingthe player character. Every generation is presented as a new wave of enemieswhose properties have been adjusted according to the fitness of the last wave. Byconstantly making new enemies more adept at the task of the defeating the currentplayer, I attempt to automatically and naturally raise the difficulty as the gameprogresses. The goal is also to improve player satisfaction as a result. By analyzingthe response from players and observing the changes of the generated enemies, Idetermine whether or not t...
Game AI is the decision-making process of computer-controlled opponents in computer games. Adaptive ...
The rapid growth of the entertainment industry has driven the requirement for more efficient develop...
This paper outlines an approach for evolutionary procedural generation of video game content. The st...
Title: Evolutionary Algorithm-Based Procedural Level Generator for a Rogue-like Game Author: Jan Veg...
[[abstract]]Computer-controlled opponents in a computer game are often controlled by a lot of script...
Action-Adventure games have several challenges to overcome, where the most common are enemies. The e...
Part 1: Full papersInternational audienceRogue-likes are difficult computer RPG games set in a proce...
Abstract. Computer games are gaining popularity by every passing day. This has increased the number ...
Abstract: Procedural content generation (PCG) is the process of generating video game content throug...
Games are good domains for strategy and decision making problems due to its unpredictability. Real-t...
This paper describes a new evolutionary algorithm that is especially well suited to AI-Assisted Game...
Videogames are one of the most important and profitable sectors in the industry of entertainment. No...
Abstract:- In this paper we propose an evolutionary algorithm against player (EAP) for game that con...
We demonstrate how a first-person shooter (FPS) video game can be made more fun and challenging by ...
In this paper we discuss the need to extend the standard types of character behaviours found in game...
Game AI is the decision-making process of computer-controlled opponents in computer games. Adaptive ...
The rapid growth of the entertainment industry has driven the requirement for more efficient develop...
This paper outlines an approach for evolutionary procedural generation of video game content. The st...
Title: Evolutionary Algorithm-Based Procedural Level Generator for a Rogue-like Game Author: Jan Veg...
[[abstract]]Computer-controlled opponents in a computer game are often controlled by a lot of script...
Action-Adventure games have several challenges to overcome, where the most common are enemies. The e...
Part 1: Full papersInternational audienceRogue-likes are difficult computer RPG games set in a proce...
Abstract. Computer games are gaining popularity by every passing day. This has increased the number ...
Abstract: Procedural content generation (PCG) is the process of generating video game content throug...
Games are good domains for strategy and decision making problems due to its unpredictability. Real-t...
This paper describes a new evolutionary algorithm that is especially well suited to AI-Assisted Game...
Videogames are one of the most important and profitable sectors in the industry of entertainment. No...
Abstract:- In this paper we propose an evolutionary algorithm against player (EAP) for game that con...
We demonstrate how a first-person shooter (FPS) video game can be made more fun and challenging by ...
In this paper we discuss the need to extend the standard types of character behaviours found in game...
Game AI is the decision-making process of computer-controlled opponents in computer games. Adaptive ...
The rapid growth of the entertainment industry has driven the requirement for more efficient develop...
This paper outlines an approach for evolutionary procedural generation of video game content. The st...