Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Evolving Neural Control Systems
IEEE Expert: Intelligent Systems and Their Applications
Evolving neural networks through augmenting topologies
Evolutionary Computation
Comparing evolutionary and temporal difference methods in a reinforcement learning domain
Proceedings of the 8th annual conference on Genetic and evolutionary computation
Compositional pattern producing networks: A novel abstraction of development
Genetic Programming and Evolvable Machines
Picbreeder: evolving pictures collaboratively online
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Exploiting functional relationships in musical composition
Connection Science - Music, Brain, Cognition
A comparison between cellular encoding and direct encoding for genetic neural networks
GECCO '96 Proceedings of the 1st annual conference on Genetic and evolutionary computation
Solving non-Markovian control tasks with neuroevolution
IJCAI'99 Proceedings of the 16th international joint conference on Artificial intelligence - Volume 2
Interactive evolution of particle systems for computer graphics and animation
IEEE Transactions on Evolutionary Computation
Real-time neuroevolution in the NERO video game
IEEE Transactions on Evolutionary Computation
Galactic Arms Race: an experiment in evolving video game content
ACM SIGEVOlution
Towards multiobjective procedural map generation
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Analyzing the expressive range of a level generator
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Interactive genetic engineering of evolved video game content
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Tanagra: a mixed-initiative level design tool
Proceedings of the Fifth International Conference on the Foundations of Digital Games
What is procedural content generation?: Mario on the borderline
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
Evolving patch-based terrains for use in video games
Proceedings of the 13th annual conference on Genetic and evolutionary computation
Evolving interesting maps for a first person shooter
EvoApplications'11 Proceedings of the 2011 international conference on Applications of evolutionary computation - Volume Part I
Towards procedural strategy game generation: evolving complementary unit types
EvoApplications'11 Proceedings of the 2011 international conference on Applications of evolutionary computation - Volume Part I
Evolving 3d buildings for the prototype video game subversion
EvoApplicatons'10 Proceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I
Search-based procedural content generation
EvoApplicatons'10 Proceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I
Proceedings of the 9th conference on Computing Frontiers
Initial results from co-operative co-evolution for automated platformer design
EvoApplications'12 Proceedings of the 2012t European conference on Applications of Evolutionary Computation
Evolving third-person shooter enemies to optimize player satisfaction in real-time
EvoApplications'12 Proceedings of the 2012t European conference on Applications of Evolutionary Computation
Generating map sketches for strategy games
EvoApplications'13 Proceedings of the 16th European conference on Applications of Evolutionary Computation
Controllable procedural map generation via multiobjective evolution
Genetic Programming and Evolvable Machines
Proceedings of the 15th annual conference on Genetic and evolutionary computation
Hi-index | 0.00 |
Video game content includes the levels, models, items, weapons, and other objects encountered and wielded by players during the game. In most modern video games, the set of content shipped with the game is static and unchanging, or at best, randomized within a narrow set of parameters. However, ideally, if game content could be constantly renewed, players would remain engaged longer in the evolving stream of novel content. To realize this ambition, this paper introduces the content-generating NeuroEvolution of Augmenting Topologies (cgNEAT) algorithm, which automatically evolves game content based on player preferences, as the game is played. To demonstrate this approach, the Galactic Arms Race (GAR) video game is also introduced. In GAR, players pilot space ships and fight enemies to acquire unique particle system weapons that are evolved by the game. As shown in this paper, players can discover a wide variety of content that is not only novel, but also based on and extended from previous content that they preferred in the past. The implication is that it is now possible to create games that generate their own content to satisfy players, potentially significantly reducing the cost of content creation and increasing the replay value of games.