Filters








1,324 Hits in 6.7 sec

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

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  
The model is then used to generate classes for specific levels and for a desired game outcome, such as balanced matches of short duration.  ...  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.  ...  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

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

Daniel Karavolos, Antonios Liapis, Georgios N. Yannakakis
2018 Zenodo  
The model is then used to generate classes for specific levels and for a desired game outcome,such as balanced matches of short duration.  ...  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  ...  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

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

Using a Surrogate Model of Gameplay forAutomated Level Design

Daniel Karavolos, Antonios Liapis, Georgios N Yannakakis
2018 Zenodo  
With this surrogate model in place, we investigate which level structures would result in a balanced match of short,medium or long duration for a given set of character classes.Using evolutionary computation  ...  Specifically, the model associates level structure and game rules with gameplay outcomes in a shooter game.  ...  The use case in this paper is competitive first person shooter (FPS) gameplay, which has easily quantifiable gameplay outcomes, i.e. gameplay balance (whether a player wins easily over another) and match  ... 
doi:10.5281/zenodo.2567174 fatcat:jv4nzn6cmzez3ir3yoq4lb6faa

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.  ...  Results obtained showcase the clear advantage of some representations in generating interesting FPS maps and demonstrate the promise of the approach followed for automatic level design in that game genre  ...  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

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

Modeling outcomes of violent video game play: Applying mental models and model matching to explain the relationship between user differences, game characteristics, enjoyment, and aggressive intentions

Rory McGloin, Kirstie M. Farrar, Marina Krcmar, Suji Park, Joshua Fishlock
2016 Computers in Human Behavior  
Results are discussed in terms of the model matching hypothesis and implications for the comprehensive study of violent game play, including the importance of enjoyment and frustration, are also discussed  ...  This experimental design uses a mental models approach to examine game features (e.g., controller naturalness), player characteristics (e.g., first person shooter experience, sex, degree of competitiveness  ...  First-person shooter experience, in-game failure, and experienced frustration Recent research on the first person shooter genre finds that men tend to prefer playing first person shooters more than women  ... 
doi:10.1016/j.chb.2016.04.018 fatcat:qu6jrbtoi5h2nkqb257xiwojhy

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.  ...  First Person Shooter (FPS) Borderlands series procedurally generates weapons [5] .  ... 
doi:10.1007/978-3-662-45212-7_19 fatcat:e6lfas6wmbha5pr63wpfof2apa

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

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.  ...  The behaviour selector is trained with a multiobjective evolutionary algorithm to achieve an effective balancing of the lower-level behaviours.  ...  INTRODUCTION First-person shooter games are three-dimensional combat simulation games which are viewed from a first-person perspective, and where the player is tasked with surviving in an adversarial environment  ... 
doi:10.1109/cig.2009.5286463 dblp:conf/cig/HoornTS09 fatcat:54gzc543i5e55ebv2ratbnf3du

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 five trained bots are then pitted against each other in a deathmatch scenario. The results show that the training tool has potential to be used in a commercial environment.  ...  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

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".  ...  Especially for multiplayer maps, the cyclic process of developing and testing can be quite cumbersome and time consuming.  ...  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

Procedural urban environments for FPS games

Jan Kruse, Ricardo Sosa, Andy M. Connor
2016 Proceedings of the Australasian Computer Science Week Multiconference on - ACSW '16  
This 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.  ...  INTRODUCTION First Person Shooter (FPS) games have been one of the most successful and fastest growing genres in the computer games industry over the past decade [1] .  ... 
doi:10.1145/2843043.2843479 dblp:conf/acsc/KruseSC16 fatcat:wbldtcfgxfdglfzj4gcju5b4iy

Evolving Artificial Neural Networks applied to generate virtual characters

Joan Marc Llargues Asensio, Juan Peralta Donate, Paulo Cortez
2014 2014 IEEE Conference on Computational Intelligence and Games  
Although this industry has evolved fast in the last years in different fields, Artificial Intelligence (AI) seems to  ...  The authors also want to thank Philip Hingston for providing the BotPrize competition testing environment.  ...  BotPrize environment is based in the video game "Unreal Tournament 2004" by Epic Games, a First-person shooter set in a fictional future with futuristic weapons.  ... 
doi:10.1109/cig.2014.6932862 dblp:conf/cig/AsensioDC14 fatcat:txyqx5oplrc3vhb3pdvtffhx5y
« Previous Showing results 1 — 15 out of 1,324 results