• DocumentCode
    2221489
  • Title

    Interactive evolution of levels for a competitive multiplayer FPS

  • Author

    Olsted, Peter Thorup ; Ma, Benjamin ; Risi, Sebastian

  • Author_Institution
    Center for Computer Games Research, IT University of Copenhagen, 2300 Copenhagen, Denmark
  • fYear
    2015
  • fDate
    25-28 May 2015
  • Firstpage
    1527
  • Lastpage
    1534
  • Abstract
    Traditionally a dedicated level designer has to create every aspect of a level by hand, distribute and gather people to test it. Especially for multiplayer maps, the cyclic process of developing and testing can be quite cumbersome and time consuming. This paper presents a novel approach to provide live generation of levels for such multiplayer maps through procedural content generation and interactive evolution. The approach is demonstrated in the FPSEvolver video game that aims at replicating the look and feel of popular games like Counter-Strike. Without leaving the game a group of players can generate, play and improve levels to fit their particular preferences by voting on a selection of evolving levels. This approach focuses on maintaining the level design principles for modern first-person shooters that encourages good engagements between players, in the popular game mode “bomb defusal”. The presented approach can generate enjoyable maps that adapt to the preferences of players across a range of skill levels. Several distinct types of levels were created during testing, which range from open to closed, and complex to simple, each fitting closely with what the different players consider a good map.
  • Keywords
    Computers; Encoding; Evolutionary computation; Games; Inductors; Layout; Weapons;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Evolutionary Computation (CEC), 2015 IEEE Congress on
  • Conference_Location
    Sendai, Japan
  • Type

    conf

  • DOI
    10.1109/CEC.2015.7257069
  • Filename
    7257069