Procedural urban environments for FPS games
This addresses the need for efficient and customizable level design in video game development, though it appears incremental as it builds on existing procedural generation and genetic algorithm methods.
The paper tackles the problem of procedurally generating urban maps for FPS games by using a multi-agent evolutionary system integrated with Unity3D, resulting in playable video game levels with semi-automated aesthetic selection.
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. A computational agent is trained using machine learning techniques to capture the intent of the game designer as part of the multi-agent system, and to enable a semi-automated aesthetic selection for the underlying genetic algorithm.