Procedural urban environments for FPS Games

aut.researcherConnor, Andrew
dc.contributor.authorKruse, Jen_NZ
dc.contributor.authorSosa, Ren_NZ
dc.contributor.authorConnor, AMen_NZ
dc.contributor.editorKaren Blackmoreen_NZ
dc.contributor.editorMartin Maseken_NZ
dc.date.accessioned2016-03-11T01:09:09Z
dc.date.available2016-03-11T01:09:09Z
dc.date.copyright2016-02-02en_NZ
dc.date.issued2016-02-02en_NZ
dc.description.abstractThis 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.
dc.identifier.citationAustralasian Conference on Interactive Entertainment , 2016-02-02 to 2016-02-05, published in: ACSW '16 Proceedings of the Australasian Computer Science Week Multiconferenceen_NZ
dc.identifier.doi10.1145/2843043.2843479en_NZ
dc.identifier.isbn978-1-4503-4042-7en_NZ
dc.identifier.urihttps://hdl.handle.net/10292/9614
dc.publisherAssociation for Computing Machinery (ACM)
dc.relation.urihttp://dx.doi.org/10.1145/2843043.2843479en_NZ
dc.rightsCopyright is held by the owner/author(s). Publication rights licensed to ACM.
dc.rights.accessrightsOpenAccessen_NZ
dc.subjectProcedural Environment; Computer Games; First Person Shooter, Urban Environment; Genetic Algorithm; Agents; Artificial Intelligence; Unity
dc.titleProcedural urban environments for FPS Gamesen_NZ
dc.typeConference Contribution
pubs.elements-id191912
pubs.organisational-data/AUT
pubs.organisational-data/AUT/Design & Creative Technologies
pubs.organisational-data/AUT/Design & Creative Technologies/School of Arts & Design
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