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Evolving Interesting Maps
for a First Person Shooter
Luigi Cardamone, Georgios Yannakakis,
Julian Togelius and Pier Luca Lanzi




        EVO*-2011
Motivations                                     2



 Game content?




 In many games, the availability of a big quantity of content
  is crucial

 Unfortunately, the creation of the game content is a very
  time-consuming activity
     Several game designers are required
     Some content need to be tested


         Luigi Cardamone et al. – EVO* 2011
SBPCG                                          3



 Search-based Procedural Content Generation (SBPCG):
    PCG (algorithms procedures for generating content)
    +
    Search algorithms (e.g. genetic algorithms)

 SBPCG can be a valid tool:
    To support the game designers
    To extends the game with unlimited content

 Challenges:
    How to represent the content?
    Which is the best representation to be evolved with
    genetic algorithms?
    How to evaluate the game content?


         Luigi Cardamone et al. – EVO* 2011
This work                                      4



 Focus on a First Person Shooter

 We Apply SBPCG to evolve maps that can be interesting for
  the players

 We focus on maps:
   For Multi-player deathmatch
   Single floor

 We introduce 4 genotype representations for the maps

 We propose a fitness to measure the interestingness of a
  given map



         Luigi Cardamone et al. – EVO* 2011
Cube-2                                        6



 Sophisticated First Person
  Shooter Game:
    Deathmatch
    Team Deathmatch
    Capture The Flag

 Fast Engine allowing for
  in-game geometry editing

 Open-source




         Luigi Cardamone et al. – EVO* 2011
Problem Setting                                7



 Map elements:
    Structural elements:
      • Rooms                                 Part of the
      • Corridors                             representation
      • Elevators/stairs
    Game Elements:
      • Weapons                               Algorithmically
      • Bonus                                 generated
      • Spawn-points
    Graphical Elements:
      • Non-interactive objects
      • Lights
      • Textures



         Luigi Cardamone et al. – EVO* 2011
Representations                               8



 Phenotype:
     Single floor map (2D)
     A big matrix of blocks that can
     form corridors and rooms

 4 Genotype Representations:
     All-White
     All-Black
     Grid
     Random Digger

 Mapping procedures are necessary to convert the genotype
  to the phenotype:
      Check unreachable parts
      Place uniformly weapons, bonus, and spawn points
         Luigi Cardamone et al. – EVO* 2011
All-White                                         9



  The initial space is free

  The genome encodes a series of obstacles that are added to
   the map

  Each obstacle is a wall represented as:
      x,y (start position)
      Length (positive for horizontal, negative for vertical)



<(10,10,200),(90,90,-100),…>




           Luigi Cardamone et al. – EVO* 2011
All-Black


 The initial space is all black (full of obstacles)
 The genome encodes a series of free spaces that are added
  to the map
 Each free space can be:
     A square arena (x,y,size)
     A rectangular corridor (x,y,length)




        Luigi Cardamone et al. – EVO* 2011
Grid


 The initial space has a grid of walls that
  creates NxN squares
 The genome specifies for each wall of the
  grid if it should be ON or OFF




       110111
       110111
       111011
       101111
       111111
       111111

          Luigi Cardamone et al. – EVO* 2011
Random Digger


 The initial space is all black (full of obstacles)

 An agent starts moving randomly and “dig”
  every place visited

 The genome encodes the policy which
  controls this agent




         Luigi Cardamone et al. – EVO* 2011
Removing Unreachable parts                        13



 All the first 3 representations may lead to maps with
  unreachable parts:

 Remove the parts that are not reachable:
   1. Compute the connected spaces
   2. Find the biggest space
   3. Remove the zones that are not reachable from the main
      one



                                     1

                                   3
                                              2

         Luigi Cardamone et al. – EVO* 2011
Fitness                                                        14



    Based on the Fighting Time
    Also the size of the map is taken into account

        Fitness = FightTime + Size

    To evaluate the FightTime:
        Simulated match of 10 minutes
        4 bots (need navigation points)




spawn          start-fight                         killed spawn    start-fight killed



                              Fighting Time                            Fighting Time
              Luigi Cardamone et al. – EVO* 2011
Results
16




Best Maps evolved with representation All-White




Best Maps evolved with representation All-Black

   Luigi Cardamone et al. – EVO* 2011
17




     Best Maps evolved with representation Grid




Best Maps evolved with representation RandomDigger


     Luigi Cardamone et al. – EVO* 2011
Comparison                                        18



 10 runs for each representation
 Grid and All-White are the representations which achieve the
  highest fitness




                     >                        >

         Luigi Cardamone et al. – EVO* 2011
Maps Loaded in Cube 2                       19




       Luigi Cardamone et al. – EVO* 2011
Game-play example                           20




       Luigi Cardamone et al. – EVO* 2011
Conclusions                                      21



 All the representations are able to evolve playable maps

 Preliminary user testing suggests that the fitness push
  towards interesting maps

 All-White is the representation that is able to evolve the best
  maps

 Future works:
     Use additional fitness functions
     Extends the analysis using more human players




         Luigi Cardamone et al. – EVO* 2011
Thank you! Questions?

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Evolving Interesting Maps for a First Person Shooter

  • 1. Evolving Interesting Maps for a First Person Shooter Luigi Cardamone, Georgios Yannakakis, Julian Togelius and Pier Luca Lanzi EVO*-2011
  • 2. Motivations 2  Game content?  In many games, the availability of a big quantity of content is crucial  Unfortunately, the creation of the game content is a very time-consuming activity Several game designers are required Some content need to be tested Luigi Cardamone et al. – EVO* 2011
  • 3. SBPCG 3  Search-based Procedural Content Generation (SBPCG): PCG (algorithms procedures for generating content) + Search algorithms (e.g. genetic algorithms)  SBPCG can be a valid tool: To support the game designers To extends the game with unlimited content  Challenges: How to represent the content? Which is the best representation to be evolved with genetic algorithms? How to evaluate the game content? Luigi Cardamone et al. – EVO* 2011
  • 4. This work 4  Focus on a First Person Shooter  We Apply SBPCG to evolve maps that can be interesting for the players  We focus on maps:  For Multi-player deathmatch  Single floor  We introduce 4 genotype representations for the maps  We propose a fitness to measure the interestingness of a given map Luigi Cardamone et al. – EVO* 2011
  • 5. Cube-2 6  Sophisticated First Person Shooter Game:  Deathmatch  Team Deathmatch  Capture The Flag  Fast Engine allowing for in-game geometry editing  Open-source Luigi Cardamone et al. – EVO* 2011
  • 6. Problem Setting 7  Map elements: Structural elements: • Rooms Part of the • Corridors representation • Elevators/stairs Game Elements: • Weapons Algorithmically • Bonus generated • Spawn-points Graphical Elements: • Non-interactive objects • Lights • Textures Luigi Cardamone et al. – EVO* 2011
  • 7. Representations 8  Phenotype: Single floor map (2D) A big matrix of blocks that can form corridors and rooms  4 Genotype Representations: All-White All-Black Grid Random Digger  Mapping procedures are necessary to convert the genotype to the phenotype: Check unreachable parts Place uniformly weapons, bonus, and spawn points Luigi Cardamone et al. – EVO* 2011
  • 8. All-White 9  The initial space is free  The genome encodes a series of obstacles that are added to the map  Each obstacle is a wall represented as: x,y (start position) Length (positive for horizontal, negative for vertical) <(10,10,200),(90,90,-100),…> Luigi Cardamone et al. – EVO* 2011
  • 9. All-Black  The initial space is all black (full of obstacles)  The genome encodes a series of free spaces that are added to the map  Each free space can be:  A square arena (x,y,size)  A rectangular corridor (x,y,length) Luigi Cardamone et al. – EVO* 2011
  • 10. Grid  The initial space has a grid of walls that creates NxN squares  The genome specifies for each wall of the grid if it should be ON or OFF 110111 110111 111011 101111 111111 111111 Luigi Cardamone et al. – EVO* 2011
  • 11. Random Digger  The initial space is all black (full of obstacles)  An agent starts moving randomly and “dig” every place visited  The genome encodes the policy which controls this agent Luigi Cardamone et al. – EVO* 2011
  • 12. Removing Unreachable parts 13  All the first 3 representations may lead to maps with unreachable parts:  Remove the parts that are not reachable: 1. Compute the connected spaces 2. Find the biggest space 3. Remove the zones that are not reachable from the main one 1 3 2 Luigi Cardamone et al. – EVO* 2011
  • 13. Fitness 14  Based on the Fighting Time  Also the size of the map is taken into account Fitness = FightTime + Size  To evaluate the FightTime: Simulated match of 10 minutes 4 bots (need navigation points) spawn start-fight killed spawn start-fight killed Fighting Time Fighting Time Luigi Cardamone et al. – EVO* 2011
  • 15. 16 Best Maps evolved with representation All-White Best Maps evolved with representation All-Black Luigi Cardamone et al. – EVO* 2011
  • 16. 17 Best Maps evolved with representation Grid Best Maps evolved with representation RandomDigger Luigi Cardamone et al. – EVO* 2011
  • 17. Comparison 18  10 runs for each representation  Grid and All-White are the representations which achieve the highest fitness > > Luigi Cardamone et al. – EVO* 2011
  • 18. Maps Loaded in Cube 2 19 Luigi Cardamone et al. – EVO* 2011
  • 19. Game-play example 20 Luigi Cardamone et al. – EVO* 2011
  • 20. Conclusions 21  All the representations are able to evolve playable maps  Preliminary user testing suggests that the fitness push towards interesting maps  All-White is the representation that is able to evolve the best maps  Future works: Use additional fitness functions Extends the analysis using more human players Luigi Cardamone et al. – EVO* 2011