A procedural balanced map generator with self-adaptive complexity for the real-time strategy game planet wars

  • Authors:
  • Raúl Lara-Cabrera;Carlos Cotta;Antonio J. Fernández-Leiva

  • Affiliations:
  • "Lenguajes y Ciencias de la Computación", ETSI Informática, University of Málaga, Campus de Teatinos, Málaga - Spain;"Lenguajes y Ciencias de la Computación", ETSI Informática, University of Málaga, Campus de Teatinos, Málaga - Spain;"Lenguajes y Ciencias de la Computación", ETSI Informática, University of Málaga, Campus de Teatinos, Málaga - Spain

  • Venue:
  • EvoApplications'13 Proceedings of the 16th European conference on Applications of Evolutionary Computation
  • Year:
  • 2013

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Abstract

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.