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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
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
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