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Procedural Map Generation for a
           RTS Game
   Raúl Lara-Cabrera, Carlos Cotta and
       Antonio J. Fernández-Leiva
         “University of Málaga”
Contents
•   Introduction
•   The game: Planet Wars
•   The map generator
•   Results
•   Conclusions




11/15/2012      Procedural Map Generation for a RTS game
Introduction
• Procedural content generation (PCG) is the
  programmatic generation of game content
  using a random or pseudo-random process
  that results in an unpredictable range of
  possible game play spaces.
• This content refers to all aspects of the game
  that affect game-play other than non-player
  character (NPC), such as
  maps, levels, dialogues, characters, rule-sets
  and weapons.
11/15/2012      Procedural Map Generation for a RTS game
Introduction
• Some advantages:
      – Manually creating game content is an expensive
        process. Using PCG can reduce these costs.
      – It makes possible the development of endless
        games.
      – It reduces the memory comsumption generating
        the content dinamically instead of storing it.



11/15/2012          Procedural Map Generation for a RTS game
Some examples…
Borderlands (Gearbox Soft, 2009)             Minecraft (Mojang, 2011)
Uses a PCG system to create                  Sandbox-building game with an
weapons, enemies and items with              infinite map which is expanded
different properties.                        dynamically.




11/15/2012             Procedural Map Generation for a RTS game
The game: Planet Wars
• Planet Wars is a real-time strategy (RTS) game
  based on Galcon and used in the Google AI
  Challenge 2010
• It takes place on a map which contains several
  planets (neutrals or controlled by some
  player) with a different number of ships on
  them.
• The objective is to destroy other player’s ships

11/15/2012        Procedural Map Generation for a RTS game
The game: Planet Wars
• Every owned planet creates new ships
  depending on its growth rate (size).
• The winner is the player who owns the largest
  number of ships.
• Players send fleets to other planets to conquer
  them. There is a battle between the attacking
  and defending fleet. The distance between the
  planets affects the movement of the ships.

11/15/2012        Procedural Map Generation for a RTS game
The game: Planet Wars




11/15/2012        Procedural Map Generation for a RTS game
The map generator
• Search-based procedural map generator:
      – Evolutionary algorithm
      – It generates balanced maps that do not give any
        advantage to the players.
      – Maps have a fixed number of planets:
             • 20 neutral planets
             • 2 starting planets, one for each player.




11/15/2012                  Procedural Map Generation for a RTS game
The map generator
• Evolutionary algorithm:
      –      100 generations
      –      40 individuals
      –      Crossover prob: 0.75
      –      Mutation prob: 0.70
      –      Generational scheme
             with 1-elitism




11/15/2012                 Procedural Map Generation for a RTS game
Operators
• Mutation
      – Gaussian mutation
      – Adds gaussian noise to
        the parameters
      – This noise moves the
        planets and changes
        their size (growth rate)
        and number of initial
        ships.



11/15/2012              Procedural Map Generation for a RTS game
The map generator
• Every individual
  represents a map:
      – Neutral planets have 4
        parameters
      – Home planets have a
        fixed number of ships
        and size
      – 84 parameters




11/15/2012             Procedural Map Generation for a RTS game
The map generator




11/15/2012      Procedural Map Generation for a RTS game
The map generator
                                                     New population (maps)




                                                                                        Individual’s parameters
             Selection, recombination
                                                                                       are scaled and written to
                   and mutation
                                                                                               a map file




                                                                              Planet Wars game
                            Map evaluation by
                                                                             execution using the
                            analysing its log file
                                                                               generated map




11/15/2012                        Procedural Map Generation for a RTS game
Results
• Some observations obtained from the
  generated balanced maps:
      – Planets are usually much separated from each
        other.
             • Fleets take a long time to arrive to other planets, so
               there are few battles until the game ends.
      – The position of the neutral planets do not appear
        to follow any trend neither their size.


11/15/2012                  Procedural Map Generation for a RTS game
Results




11/15/2012   Procedural Map Generation for a RTS game
Results




11/15/2012   Procedural Map Generation for a RTS game
Results




11/15/2012   Procedural Map Generation for a RTS game
Results
• DEMO
      – http://www.youtube.com/watch?v=4JfspDiyxDA




11/15/2012         Procedural Map Generation for a RTS game
Conclusions
• We have introduced a simple procedural map
  generator for a RTS game that is capable of
  generating balanced maps for two player
  games.
• There are some limitations:
      – Planets should be overlapped
      – Maps are evaluated by a single match
      – The evolutionary algorithm can be improved by
        tuning its parameters

11/15/2012          Procedural Map Generation for a RTS game
Thanks!
11/15/2012   Procedural Map Generation for a RTS game

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Procedural map generation for a RTS game

  • 1. Procedural Map Generation for a RTS Game Raúl Lara-Cabrera, Carlos Cotta and Antonio J. Fernández-Leiva “University of Málaga”
  • 2. Contents • Introduction • The game: Planet Wars • The map generator • Results • Conclusions 11/15/2012 Procedural Map Generation for a RTS game
  • 3. Introduction • Procedural content generation (PCG) is the programmatic generation of game content using a random or pseudo-random process that results in an unpredictable range of possible game play spaces. • This content refers to all aspects of the game that affect game-play other than non-player character (NPC), such as maps, levels, dialogues, characters, rule-sets and weapons. 11/15/2012 Procedural Map Generation for a RTS game
  • 4. Introduction • Some advantages: – Manually creating game content is an expensive process. Using PCG can reduce these costs. – It makes possible the development of endless games. – It reduces the memory comsumption generating the content dinamically instead of storing it. 11/15/2012 Procedural Map Generation for a RTS game
  • 5. Some examples… Borderlands (Gearbox Soft, 2009) Minecraft (Mojang, 2011) Uses a PCG system to create Sandbox-building game with an weapons, enemies and items with infinite map which is expanded different properties. dynamically. 11/15/2012 Procedural Map Generation for a RTS game
  • 6. The game: Planet Wars • Planet Wars is a real-time strategy (RTS) game based on Galcon and used in the Google AI Challenge 2010 • It takes place on a map which contains several planets (neutrals or controlled by some player) with a different number of ships on them. • The objective is to destroy other player’s ships 11/15/2012 Procedural Map Generation for a RTS game
  • 7. The game: Planet Wars • Every owned planet creates new ships depending on its growth rate (size). • The winner is the player who owns the largest number of ships. • Players send fleets to other planets to conquer them. There is a battle between the attacking and defending fleet. The distance between the planets affects the movement of the ships. 11/15/2012 Procedural Map Generation for a RTS game
  • 8. The game: Planet Wars 11/15/2012 Procedural Map Generation for a RTS game
  • 9. The map generator • Search-based procedural map generator: – Evolutionary algorithm – It generates balanced maps that do not give any advantage to the players. – Maps have a fixed number of planets: • 20 neutral planets • 2 starting planets, one for each player. 11/15/2012 Procedural Map Generation for a RTS game
  • 10. The map generator • Evolutionary algorithm: – 100 generations – 40 individuals – Crossover prob: 0.75 – Mutation prob: 0.70 – Generational scheme with 1-elitism 11/15/2012 Procedural Map Generation for a RTS game
  • 11. Operators • Mutation – Gaussian mutation – Adds gaussian noise to the parameters – This noise moves the planets and changes their size (growth rate) and number of initial ships. 11/15/2012 Procedural Map Generation for a RTS game
  • 12. The map generator • Every individual represents a map: – Neutral planets have 4 parameters – Home planets have a fixed number of ships and size – 84 parameters 11/15/2012 Procedural Map Generation for a RTS game
  • 13. The map generator 11/15/2012 Procedural Map Generation for a RTS game
  • 14. The map generator New population (maps) Individual’s parameters Selection, recombination are scaled and written to and mutation a map file Planet Wars game Map evaluation by execution using the analysing its log file generated map 11/15/2012 Procedural Map Generation for a RTS game
  • 15. Results • Some observations obtained from the generated balanced maps: – Planets are usually much separated from each other. • Fleets take a long time to arrive to other planets, so there are few battles until the game ends. – The position of the neutral planets do not appear to follow any trend neither their size. 11/15/2012 Procedural Map Generation for a RTS game
  • 16. Results 11/15/2012 Procedural Map Generation for a RTS game
  • 17. Results 11/15/2012 Procedural Map Generation for a RTS game
  • 18. Results 11/15/2012 Procedural Map Generation for a RTS game
  • 19. Results • DEMO – http://www.youtube.com/watch?v=4JfspDiyxDA 11/15/2012 Procedural Map Generation for a RTS game
  • 20. Conclusions • We have introduced a simple procedural map generator for a RTS game that is capable of generating balanced maps for two player games. • There are some limitations: – Planets should be overlapped – Maps are evaluated by a single match – The evolutionary algorithm can be improved by tuning its parameters 11/15/2012 Procedural Map Generation for a RTS game
  • 21. Thanks! 11/15/2012 Procedural Map Generation for a RTS game