An Exploration of Collision-based Enemy Morphology Generation
Quick Take
This paper presents three novel methods for generating enemy morphologies in video games using player collision data, outperforming a robotics-derived evolutionary baseline. Each method exhibits unique strengths, enhancing procedural content generation for game developers.
Key Points
- Introduces three novel approaches for enemy morphology generation.
- Utilizes player collision information to inform design.
- Outperforms an evolutionary baseline from robotics research.
- Each method has distinct strengths and weaknesses.
- Addresses a gap in procedural content generation for video games.
Article Excerpt
From source RSS / original summaryarXiv:2606. 02832v1 Announce Type: new Abstract: Despite a great deal of prior research into Procedural Content Generation (PCG), relatively little prior work has explored generating enemies for video games. In particular, there is almost no work on generating enemy morphologies, the basic body plan or collision information for in-game enemies, despite the existence of related morphology generation work in robotics.
In this paper, we explore three different novel approaches to generate enemy morphologies based on player collision information. We found that each approach provides different strengths and weaknesses, but all had equivalent or better performance than an evolutionary baseline adapted from prior robotics morphology work.
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