The definition and rendering of terrain maps
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Inferential Performance Assessment of Stochastic Optimisers and the Attainment Function
EMO '01 Proceedings of the First International Conference on Evolutionary Multi-Criterion Optimization
A Theory of Fun for Game Design
A Theory of Fun for Game Design
Robust player imitation using multiobjective evolution
CEC'09 Proceedings of the Eleventh conference on Congress on Evolutionary Computation
Measuring and Optimizing Behavioral Complexity for Evolutionary Reinforcement Learning
ICANN '09 Proceedings of the 19th International Conference on Artificial Neural Networks: Part II
Modeling player experience in super mario bros
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Evolving content in the galactic arms race video game
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Capabilities of EMOA to detect and preserve equivalent pareto subsets
EMO'07 Proceedings of the 4th international conference on Evolutionary multi-criterion optimization
Integrating procedural generation and manual editing of virtual worlds
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Towards multiobjective procedural map generation
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Evolution of artificial terrains for video games based on accessibility
EvoApplicatons'10 Proceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I
Towards a generic framework for automated video game level creation
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
A fast and elitist multiobjective genetic algorithm: NSGA-II
IEEE Transactions on Evolutionary Computation
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This paper shows how multiobjective evolutionary algorithms can be used to procedurally generate complete and playable maps for real-time strategy (RTS) games. We devise heuristic objective functions that measure properties of maps that impact important aspects of gameplay experience. To show the generality of our approach, we design two different evolvable map representations, one for an imaginary generic strategy game based on heightmaps, and one for the classic RTS game StarCraft. The effect of combining tuples or triples of the objective functions are investigated in systematic experiments, in particular which of the objectives are partially conflicting. A selection of generated maps are visually evaluated by a population of skilled StarCraft players, confirming that most of our objectives correspond to perceived gameplay qualities. Our method could be used to completely automate in-game controlled map generation, enabling player-adaptive games, or as a design support tool for human designers.