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...

Full description

Saved in:
Bibliographic Details
Published inProceedings of the 2010 IEEE Conference on Computational Intelligence and Games pp. 265 - 272
Main Authors Togelius, J, Preuss, M, Beume, N, Wessing, S, Hagelback, J, Yannakakis, G N
Format Conference Proceeding
LanguageEnglish
Published IEEE 01.08.2010
Subjects
Online AccessGet full text

Cover

Loading…
More Information
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.
ISBN:9781424462957
1424462959
ISSN:2325-4270
DOI:10.1109/ITW.2010.5593346