Multiobjective exploration of the StarCraft map space
This paper presents a search-based method for generating maps for the popular real-time strategy (RTS) game StarCraft. We devise a representation of StarCraft maps suitable for evolutionary search, along with a set of fitness functions based on predicted entertainment value of those maps, as derived...
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Published in | Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games pp. 265 - 272 |
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Main Authors | , , , , , |
Format | Conference Proceeding |
Language | English |
Published |
IEEE
01.08.2010
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Subjects | |
Online Access | Get full text |
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Summary: | This paper presents a search-based method for generating maps for the popular real-time strategy (RTS) game StarCraft. We devise a representation of StarCraft maps suitable for evolutionary search, along with a set of fitness functions based on predicted entertainment value of those maps, as derived from theories of player experience. A multiobjective evolutionary algorithm is then used to evolve complete StarCraft maps based on the representation and selected fitness functions. The output of this algorithm is a Pareto front approximation visualizing the tradeoff between the several fitness functions used, and where each point on the front represents a viable map. We argue that this method is useful for both automatic and machine-assisted map generation, and in particular that the Pareto fronts are excellent design support tools for human map designers. |
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ISBN: | 9781424462957 1424462959 |
ISSN: | 2325-4270 |
DOI: | 10.1109/ITW.2010.5593346 |