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Procedural urban environments for FPS Games

Authors

Kruse, J
Sosa, R
Connor, AM

Supervisor

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Conference Contribution

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Volume Title

Publisher

Association for Computing Machinery (ACM)

Abstract

This paper presents a novel approach to procedural generation of urban maps for First Person Shooter (FPS) games. A multi-agent evolutionary system is employed to place streets, buildings and other items inside the Unity3D game engine, resulting in playable video game levels. A computational agent is trained using machine learning techniques to capture the intent of the game designer as part of the multi-agent system, and to enable a semi-automated aesthetic selection for the underlying genetic algorithm.

Description

Keywords

Procedural Environment; Computer Games; First Person Shooter, Urban Environment; Genetic Algorithm; Agents; Artificial Intelligence; Unity

Source

Australasian Conference on Interactive Entertainment , 2016-02-02 to 2016-02-05, published in: ACSW '16 Proceedings of the Australasian Computer Science Week Multiconference

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Copyright is held by the owner/author(s). Publication rights licensed to ACM.