Title
Interactive Genetic Engineering Of Evolved Video Game Content
Keywords
cgNEAT; Contentgenerating neuroevolution of augmenting topologies; Galactic Arms Race; GAR; Procedural content
Abstract
Procedural content generation techniques can increase replayability and lower the burden on developers by satisfying players' demand for new content. However, procedural content also creates an opportunity for new kinds of player-driven content customization by giving players access to the parameterized content space. This paper presents such a technique that enables players to manually customize evolved content represented by artificial neural networks. In particular, particle system weapons evolved by the multiplayer space shooter called Galactic Arms Race (GAR) can be further "genetically engineered"by the players themselves in a new extension to the game called the Weapons Lab. Results are presented that demonstrate procedural weapons evolved by the game that are further customized by players in the Weapons Lab. The implication is that procedurallygenerated content of many types can also be customized by players, adding a further dimension to its potential appeal. Copyright 2010 ACM.
Publication Date
8-2-2010
Publication Title
Workshop on Procedural Content Generation in Games, PC Games 2010, Co-located with the 5th International Conference on the Foundations of Digital Games
Number of Pages
-
Document Type
Article; Proceedings Paper
Personal Identifier
scopus
DOI Link
https://doi.org/10.1145/1814256.1814264
Copyright Status
Unknown
Socpus ID
77954987004 (Scopus)
Source API URL
https://api.elsevier.com/content/abstract/scopus_id/77954987004
STARS Citation
Hastings, Erin J. and Stanley, Kenneth O., "Interactive Genetic Engineering Of Evolved Video Game Content" (2010). Scopus Export 2010-2014. 1049.
https://stars.library.ucf.edu/scopus2010/1049