DocumentCode
617883
Title
Neuroevolution of content layout in the PCG: Angry bots video game
Author
Raffe, William L. ; Zambetta, Fabio ; Xiaodong Li
Author_Institution
Sch. of Comput. Sci. & Inf. Technol., RMIT Univ., Melbourne, VIC, Australia
fYear
2013
fDate
20-23 June 2013
Firstpage
673
Lastpage
680
Abstract
This paper demonstrates an approach to arranging content within maps of an action-shooter game. Content here refers to any virtual entity that a player will interact with during game-play, including enemies and pick-ups. The content layout for a map is indirectly represented by a Compositional Pattern-Producing Networks (CPPN), which are evolved through the Neuroevolution of Augmenting Topologies (NEAT) algorithm. This representation is utilized within a complete procedural map generation system in the game PCG: Angry Bots. In this game, after a player has experienced a map, a recommender system is used to capture their feedback and construct a player model to evaluate future generations of CPPNs. The result is a content layout scheme that is optimized to the preferences and skill of an individual player. We provide a series of case studies that demonstrate the system as it is being used by various types of players.
Keywords
computer games; genetic algorithms; neural nets; recommender systems; virtual reality; CPPN; NEAT algorithm; PCG; action-shooter game; angry bots video game; complete procedural map generation system; compositional pattern-producing networks; content layout neuroevolution; enemies; game-play; neuroevolution-of-augmenting topologies algorithm; pick-ups; recommender system; virtual entity; Games; Geometry; Layout; Niobium; Sociology; Statistics; Weapons;
fLanguage
English
Publisher
ieee
Conference_Titel
Evolutionary Computation (CEC), 2013 IEEE Congress on
Conference_Location
Cancun
Print_ISBN
978-1-4799-0453-2
Electronic_ISBN
978-1-4799-0452-5
Type
conf
DOI
10.1109/CEC.2013.6557633
Filename
6557633
Link To Document