Multi-Level Evolution of Shooter Levels

Authors

  • William Cachia University of Malta
  • Antonios Liapis University of Malta
  • Georgios Yannakakis University of Malta

DOI:

https://doi.org/10.1609/aiide.v11i1.12799

Keywords:

first person shooters, level design, procedural content generation, simulation-based generation, level design patterns

Abstract

This paper introduces a search-based generative process for first person shooter levels. Genetic algorithms evolve the level's architecture and the placement of powerups and player spawnpoints, generating levels with one floor or two floors. The evaluation of generated levels combines metrics collected from simulations of artificial agents competing in the level and theory-based heuristics targeting general level design patterns. Both simulation-based and theory-driven evaluations target player balance and exploration, while resulting levels emergently exhibit several popular design patters of shooter levels.

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Published

2021-06-24

How to Cite

Cachia, W., Liapis, A., & Yannakakis, G. (2021). Multi-Level Evolution of Shooter Levels. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 11(1), 115-121. https://doi.org/10.1609/aiide.v11i1.12799