A Procedural Balanced Map Generator with Self-Adaptive Complexity for the Real-Time Strategy Game Planet Wars Ra´ ul Lara-Cabrera, Carlos Cotta, Antonio J. Fern´ andez-Leiva Dept. Lenguajes y Ciencias de la Computaci´on, University of M´ alaga, SPAIN http://anyself.wordpress.com http://dnemesis.lcc.uma.es
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Evolving Balanced Maps for Planet Wars Using Self-Adaptive EAs
Paper presented at EvoGAMES 2013 (held within EvoStar 2013 in Vienna, Austria).
Procedural content generation (PCG) is the programmatic generation of game content using a random or pseudo-random process that results in an unpredictable range of possible gameplay spaces. This methodology brings many advantages to game developers, such as reduced memory consumption. This works presents a procedural balanced map generator for a real-time strategy game: Planet Wars. This generator uses an evolutionary strategy for generating and evolving maps and a tournament system for evaluating the quality of these maps in terms of their balance. We have run several experiments obtaining a set of playable and balanced maps
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A Procedural Balanced Map Generator with Self-AdaptiveComplexity for the Real-Time Strategy Game Planet Wars
Raul Lara-Cabrera,Carlos Cotta,
Antonio J. Fernandez-Leiva
Dept. Lenguajes y Ciencias de laComputacion, University of Malaga,
� (µ+ λ) generational scheme with µ = 10 and λ = 100
� Binary tournament selection
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Experiments
� Two experiments (10 executions each):� ES with self-adapting strategy for mutation steps and genome length� ES with self-adapting strategy for mutation steps and fixed genome
length (23 planets)
� 100 generations each execution
� Maximum game length: 400 turns� Evaluation: three bots and three matches on each map
� Google AI Challenge 2010 participants� Ranked in the top 100 out of 4600� Having their source code available
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Results: fitness
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Results: individual size
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ize
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Results: maps
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Conclusions
� We have introduced a simple procedural map generator for a RTSgame that is capable of generating balanced maps for two playergames
� The algorithm with self-adapted number of planets has a betterperformance than the algorithm with this value fixed
� High balanced maps tend to have around 17 planets� Future work:
� Interactivity� Pro-activity� Deal with other maps’ features, such as dynamism and aesthetics