DocumentCode :
3726757
Title :
Procedural weapons generation for unreal tournament III
Author :
Daniele Gravina;Daniele Loiacono
Author_Institution :
Dipartimento di Elettronica, Informazione e Bioingegneria, Politercnico di Milano, Milan, Italy
fYear :
2015
Firstpage :
1
Lastpage :
8
Abstract :
Design a set of weapons for a competitive first person shooter (FPS) is not an easy task: it involves several challenges, such as balancing, diversity, and novelty. In this paper, we combine procedural content generation and evolutionary computation to solve this complex task. In particular, we introduce a novel approach to procedurally generate weapons for Unreal Tournament III, a popular commercial FPS. In our approach, each weapon is represented as a parameters vector and evaluated based on game statistics. We tested our approach on three different application scenarios that represents three typical design problems: (i) create a balanced set of weapons, (ii) improve a given weapon with the least possible changes, and (iii) create a set of weapons with some specific design goals. Finally, we also performed a preliminary user study to validate our work. Our results are promising and suggest that the proposed approach might be successfully used to support the weapon design process.
Keywords :
"Weapons","Games","Measurement","Servers","Gravity","Explosions","Computational modeling"
Publisher :
ieee
Conference_Titel :
Games Entertainment Media Conference (GEM), 2015 IEEE
Type :
conf
DOI :
10.1109/GEM.2015.7377225
Filename :
7377225
Link To Document :
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