Procedural Content Generation for Real-Time Strategy Games

被引:4
|
作者
Lara-Cabrera, Raul [1 ]
Nogueira-Collazo, Mariela [1 ]
Cotta, Carlos [1 ]
Fernandez-Leiva, Antonio J. [1 ]
机构
[1] Univ Malaga, Lenguajes & Ciencias Computac Dept, E-29071 Malaga, Spain
关键词
Procedural Content Generation; Artificial Intelligence; game strategy; self-learning;
D O I
10.9781/ijimai.2015.325
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Videogames are one of the most important and profitable sectors in the industry of entertainment. Nowadays, the creation of a videogame is often a large-scale endeavor and bears many similarities with, e.g., movie production. On the central tasks in the development of a videogame is content generation, namely the definition of maps, terrains, non-player characters (NPCs) and other graphical, musical and AI-related components of the game. Such generation is costly due to its complexity, the great amount of work required and the need of specialized manpower. Hence the relevance of optimizing the process and alleviating costs. In this sense, procedural content generation (PCG) comes in handy as a means of reducing costs by using algorithmic techniques to automatically generate some game contents. PCG also provides advantages in terms of player experience since the contents generated are typically not fixed but can vary in different playing sessions, and can even adapt to the player herself. For this purpose, the underlying algorithmic technique used for PCG must be also flexible and adaptable. This is the case of computational intelligence in general and evolutionary algorithms in particular. In this work we shall provide an overview of the use of evolutionary intelligence for PCG, with special emphasis on its use within the context of real-time strategy games. We shall show how these techniques can address both playability and aesthetics, as well as improving the game AI.
引用
收藏
页码:40 / 48
页数:9
相关论文
共 50 条
  • [1] Strategy Generation for Multiunit Real-Time Games via Voting
    Silva, Cleyton
    Moraes, Rubens O.
    Lelis, Levi H. S.
    Gal, Kobi
    [J]. IEEE TRANSACTIONS ON GAMES, 2019, 11 (04) : 426 - 435
  • [2] Learning in Real-time Strategy Games
    Padmanabhan, Vineet
    Goud, Pranay
    Pujari, Arun K.
    Sethy, Harshit
    [J]. 2015 14TH INTERNATIONAL CONFERENCE ON INFORMATION TECHNOLOGY (ICIT 2015), 2015, : 165 - 170
  • [3] Procedural generation of materials for real-time rendering
    Alessio Bernardi
    Davide Gadia
    Dario Maggiorini
    Claudio Enrico Palazzi
    Laura Anna Ripamonti
    [J]. Multimedia Tools and Applications, 2021, 80 : 12969 - 12990
  • [4] Procedural generation of materials for real-time rendering
    Bernardi, Alessio
    Gadia, Davide
    Maggiorini, Dario
    Palazzi, Claudio Enrico
    Ripamonti, Laura Anna
    [J]. MULTIMEDIA TOOLS AND APPLICATIONS, 2021, 80 (09) : 12969 - 12990
  • [5] Procedural Content Generation for Games: A Survey
    Hendrikx, Mark
    Meijer, Sebastiaan
    van der Velden, Joeri
    Iosup, Alexandru
    [J]. ACM TRANSACTIONS ON MULTIMEDIA COMPUTING COMMUNICATIONS AND APPLICATIONS, 2013, 9 (01)
  • [6] Opponent modeling in real-time strategy games
    Schadd, Frederik
    Bakkes, Sander
    Sprouck, Pieter
    [J]. GAME-ON 2007: 8TH INTERNATIONAL CONFERENCE ON INTELLIGENT GAMES AND SIMULATION, 2007, : 61 - 68
  • [7] Programmatic Strategies for Real-Time Strategy Games
    Marino, Julian R. H.
    Moraes, Rubens O.
    Oliveira, Tassiana C.
    Toledo, Claudio
    Lelis, Levi H. S.
    [J]. THIRTY-FIFTH AAAI CONFERENCE ON ARTIFICIAL INTELLIGENCE, THIRTY-THIRD CONFERENCE ON INNOVATIVE APPLICATIONS OF ARTIFICIAL INTELLIGENCE AND THE ELEVENTH SYMPOSIUM ON EDUCATIONAL ADVANCES IN ARTIFICIAL INTELLIGENCE, 2021, 35 : 381 - 389
  • [8] Interfacing Agents to Real-Time Strategy Games
    Jensen, Andreas Schmidt
    Kayso-Rordam, Christian
    Villadsen, Jorgen
    [J]. THIRTEENTH SCANDINAVIAN CONFERENCE ON ARTIFICIAL INTELLIGENCE (SCAI 2015), 2015, 278 : 68 - 77
  • [9] Guest Editorial Real-Time Strategy Games
    Buro, Michael
    Ontanon, Santiago
    Preuss, Mike
    [J]. IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES, 2016, 8 (04) : 317 - 318
  • [10] Dynamic Formations in Real-Time Strategy Games
    van der Heijden, Marcel
    Bakkes, Sander
    Spronck, Pieter
    [J]. 2008 IEEE SYMPOSIUM ON COMPUTATIONAL INTELLIGENCE AND GAMES, 2008, : 47 - 54