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Evolving Interesting Maps for a First Person Shooter [chapter]

Luigi Cardamone, Georgios N. Yannakakis, Julian Togelius, Pier Luca Lanzi
2011 Lecture Notes in Computer Science  
We address the problem of automatically designing maps for first-person shooter (FPS) games.  ...  We propose a search-based solution, where maps are evolved to optimize a fitness function that is based on the players' average fighting time.  ...  Conclusions and Future Work We have devised four different representations for first-person shooter maps, and a fitness function for evaluating their potential for interesting gameplay.  ... 
doi:10.1007/978-3-642-20525-5_7 fatcat:j4a2eakbnnedxddterxsm4pose

Fight or flight: Evolving maps for cube 2 to foster a fleeing behavior

Daniele Loiacono, Luca Arnaboldi
2017 2017 IEEE Conference on Computational Intelligence and Games (CIG)  
In particular, we presented a procedural content generation approach, based on evolutionary computation, to evolve maps for Cube 2, an open source first person shooter.  ...  However, in first person shooters, fleeing is often a not viable option, making fight inevitable. In this work, we suggest that map design can be effectively used to deal with this issue.  ...  Map Design in First Person Shooters Despite being a widely studied subject, the map design in first person shooters is not yet a standardized process and it still heavily relies on human expertise.  ... 
doi:10.1109/cig.2017.8080436 dblp:conf/cig/LoiaconoA17 fatcat:4sbbhjp3obajfagpz5k6v3pinu

Playing With Data: Procedural Generation Of Adventures From Open Data

Gabriella A.B. Barros, Antonios Liapis, Julian Togelius
2017 Zenodo  
B/GT%I Evolved two-floor first person shooter level, in the Cube 2 environment.Abstract: This paper introduces a search-based generative process for first person shooter levels.  ...  B/GT%I Refining the Paradigm of Sketching in refinement of map sketches for first person shooter games: the rough map sketch of the first floor (left) instantiates a second floor (middle) via a constructive  ...  Formulas for measuring the extent to which a level includes these concepts are proposed, and evaluation functions are derived for levels in two different game genres: multiplayer strategy game maps and  ... 
doi:10.5281/zenodo.543655 fatcat:sr5h5xjcf5eqlhwj3xyqkwcawa

First-Person Shooter Game for Virtual Reality Headset with Advanced Multi-Agent Intelligent System

Ilya Makarov, Ivan Mokeev, Olga Gerasimova, Lada Tokmakova, Alexey Kosmachev, Mikhail Tokmakov, Pavel Polyakov, Peter Zyuzin, Maxim Martynov, Oleg Konoplya, George Kuznetsov, Ivan Guschenko-Cheverda (+1 others)
2016 Proceedings of the 2016 ACM on Multimedia Conference - MM '16  
We present a multiplayer first-person shooter (FPS) game with advanced intelligent non-playable characters (NPC) under computer control.  ...  User can verify his/her game skills versus evolving human-like NPCs with a level adjusting model.  ...  The authors would like to thank Maxim Vergazov from for granting access to VR equipment. ADDITIONAL AUTHORS  ... 
doi:10.1145/2964284.2973826 dblp:conf/mm/MakarovTPZMKKGU16 fatcat:lzmf3ohs7jhujaf5255vj7c35i

ARENA - Dynamic Run-Time Map Generation for Multiplayer Shooters [chapter]

Anand Bhojan, Hong Wei Wong
2014 Lecture Notes in Computer Science  
In this paper, we present simple and novel method to procedurally generate the game maps for multiplayer shooter games faster (in order of seconds) without compromising the expected features of a good  ...  multiplayer shooter environment.  ...  [3] to evolve interesting maps for a FPS leveraging on SBPCG is a great starting point for our research.  ... 
doi:10.1007/978-3-662-45212-7_19 fatcat:e6lfas6wmbha5pr63wpfof2apa

Procedural weapons generation for unreal tournament III

Daniele Gravina, Daniele Loiacono
2015 2015 IEEE Games Entertainment Media Conference (GEM)  
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 particular, we introduce a novel approach to procedurally generate weapons for Unreal Tournament III, a popular commercial FPS.  ...  Cube 2: Sauerbraten 3 , an open source first person shooter.  ... 
doi:10.1109/gem.2015.7377225 dblp:conf/gamesem/GravinaL15 fatcat:kqxtcgn6undsxn4d5hnuwre5ze

Pairing character classes in a deathmatch shooter game via a deep-learning surrogate model

Daniel Karavolos, Antonios Liapis, Georgios N. Yannakakis
2018 Proceedings of the 13th International Conference on the Foundations of Digital Games - FDG '18  
This paper introduces a surrogate model of gameplay that learns the mapping between different game facets, and applies it to a generative system which designs new content in one of these facets.  ...  The model is then used to generate classes for specific levels and for a desired game outcome, such as balanced matches of short duration.  ...  GAME FRAMEWORK As discussed in the introduction, this paper chooses first person shooter (FPS) games as a case study for mapping level structure and game parameters with gameplay outcomes, and for exploiting  ... 
doi:10.1145/3235765.3235816 dblp:conf/fdg/KaravolosLY18 fatcat:slmkbkxksnaybfh5komixqdjy4

Hierarchical controller learning in a First-Person Shooter

Niels van Hoorn, Julian Togelius, Jurgen Schmidhuber
2009 2009 IEEE Symposium on Computational Intelligence and Games  
We describe the architecture of a hierarchical learning-based controller for bots in the First-Person Shooter (FPS) game Unreal Tournament 2004.  ...  We argue that FPS games provide good environments for studying the learning of complex behaviours, and that the methods proposed here can help developing interesting opponents for games.  ...  third-person perspective. e.g. as navigation points in a map instead of first-person sensors.  ... 
doi:10.1109/cig.2009.5286463 dblp:conf/cig/HoornTS09 fatcat:54gzc543i5e55ebv2ratbnf3du

Pairing Character Classes in a Deathmatch Shooter Game via aDeep-Learning Surrogate Model

Daniel Karavolos, Antonios Liapis, Georgios N. Yannakakis
2018 Zenodo  
This paper introduces a surrogate model of gameplay that learns the mapping between different game facets, and applies it to a generative system which designs new content in one of these facets.Focusing  ...  The model is then used to generate classes for specific levels and for a desired game outcome,such as balanced matches of short duration.  ...  GAME FRAMEWORK As discussed in the introduction, this paper chooses first person shooter (FPS) games as a case study for mapping level structure and game parameters with gameplay outcomes, and for exploiting  ... 
doi:10.5281/zenodo.2567288 fatcat:smbzomnq3vgkdbcyguovwcjeju

Using a Surrogate Model of Gameplay forAutomated Level Design

Daniel Karavolos, Antonios Liapis, Georgios N Yannakakis
2018 Zenodo  
This opens up potential applications for a designer tool which can adapt a human authored map to fit the designer's desired gameplay outcomes, taking account of the game's rule  ...  Specifically, the model associates level structure and game rules with gameplay outcomes in a shooter game.  ...  GAME FRAMEWORK This paper uses first-person shooter (FPS) games as a use case for mapping level structure and game parameters with gameplay outcomes; it uses that mapping to generate levels appropriate  ... 
doi:10.5281/zenodo.2567174 fatcat:jv4nzn6cmzez3ir3yoq4lb6faa


Priya Bharambe
2018 International Journal of Advanced Research in Computer Science  
They are a medium of communication, entertainment among people. It can make a strong impact on the society, good or bad, however it maybe.  ...  Based on this, a new game can be proposed to attract more players. It will also result in a positive impact by increasing aptitude skills, visual skills as well as reflex action, decision skills.  ...  Hence, we propose a game which focuses on merging two types -puzzles and first person shooter or action into one and creating a product which is entertaining as well as an educational benefit.  ... 
doi:10.26483/ijarcs.v9i2.5551 fatcat:urqwmhzzknfsdcwdn5ivi6veha

Game Designers Training First Person Shooter Bots [chapter]

Michelle McPartland, Marcus Gallagher
2012 Lecture Notes in Computer Science  
This paper investigates the outcome of a group of five commercial first person shooter game designers using a custom built interactive training tool to train first person shooter bots.  ...  The designers are asked to train a bot using the tool, and then comment on their experiences. The five trained bots are then pitted against each other in a deathmatch scenario.  ...  This paper extends previous work in interactive training [9] with the aim of further investigating its suitability for commercial first person shooter games.  ... 
doi:10.1007/978-3-642-35101-3_34 fatcat:dxzl3dc3tnab3jckruyvuwwi3a

Adaptive Shooting for Bots in First Person Shooter Games Using Reinforcement Learning [article]

Frank G. Glavin, Michael G. Madden
2018 arXiv   pre-print
In current state-of-the-art commercial first person shooter games, computer controlled bots, also known as non player characters, can often be easily distinguishable from those controlled by humans.  ...  This paper describes a reinforcement learning shooting mechanism for adapting shooting over time based on a dynamic reward signal from the amount of damage caused to opponents.  ...  ACKNOWLEDGMENT The authors would like to thank the developers of the Pogamut 3 toolkit for providing invaluable technical support and advice during development.  ... 
arXiv:1806.05554v1 fatcat:yewvydbpa5bjddopi44t4f6rtq

Interactive evolution of levels for a competitive multiplayer FPS

Peter Thorup Olsted, Benjamin Ma, Sebastian Risi
2015 2015 IEEE Congress on Evolutionary Computation (CEC)  
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".  ...  This paper presents a novel approach to provide live generation of levels for such multiplayer maps through procedural content generation and interactive evolution.  ...  INTRODUCTION The first-person shooter (FPS) genre has increased in popularity over the years, especially in the competitive scene that embraces the fast and precise gameplay.  ... 
doi:10.1109/cec.2015.7257069 dblp:conf/cec/OlstedMR15 fatcat:rurcskqxwbgq3iomjkh2xjbyme

Living in a Militarized Culture: War, Games and the Experience of U.S. Empire

David A. Clearwater
2010 TOPIA Canadian Journal of Cultural Studies  
This essay explores the evolving role of the "hex" board game and the videogame genre of the military-themed shooter in maintaining positive portrayals of the U.S. military and war more generally within  ...  , and become immersed in a larger militarized culture.  ...  Typically, these relationships are most evident in the subgenre of the militarythemed shooter and first-and third-person shooter genres more generally.  ... 
doi:10.3138/topia.23-24.260 fatcat:4nrn24wetbbl5jzcumgjovxyta
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