Kruse, JSosa, RConnor, AMKaren BlackmoreMartin Masek2016-03-112016-03-112016-02-022016-02-02Australasian Conference on Interactive Entertainment , 2016-02-02 to 2016-02-05, published in: ACSW '16 Proceedings of the Australasian Computer Science Week Multiconference978-1-4503-4042-7https://hdl.handle.net/10292/9614This 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.Copyright is held by the owner/author(s). Publication rights licensed to ACM.Procedural Environment; Computer Games; First Person Shooter, Urban Environment; Genetic Algorithm; Agents; Artificial Intelligence; UnityProcedural urban environments for FPS GamesConference ContributionOpenAccess10.1145/2843043.2843479