Procedural Generation of First Person Shooter Maps using Map-Elites
Quick Take
This study applies MAP-Elites, a quality diversity algorithm, to generate diverse and high-quality FPS maps using novel representations like Point-Line and Spatial-Layout. The results indicate that these new methods outperform traditional representations in terms of map diversity and gameplay quality.
Key Points
- Introduced two novel map representations: Point-Line and Spatial-Layout.
- Defined metrics for topological and emergent properties of FPS maps.
- Used MAP-Elites with Sliding Boundaries to evolve FPS map populations.
- New representations yielded higher diversity and quality in generated maps.
- Study enhances the procedural generation of FPS game levels.
Article Excerpt
From source RSS / original summaryarXiv:2605. 30570v1 Announce Type: new Abstract: We investigate the application of MAP-Elites (a well-known quality diversity algorithm) to design levels for First-Person Shooter (FPS) games. We consider two well-known map representations (All-Black and Grid-Graph) and introduce two novel representations (Point-Line and Spatial-Layout) that improve the characterization of FPS maps.
We define a series of metrics to describe maps' topological properties (which solely depend on maps' layout), and emergent properties (which must be evaluated through actual gameplay). We perform an in-depth analysis to identify the most suitable features to guide MAP-Elites illumination process. We apply MAP-Elites with Sliding Boundaries (MESB) to evolve populations of FPS maps.
Our results show that the new representations can generate maps with higher diversity and quality than the representations previously used for evolving FPS maps.
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