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

Socpus ID

77954987004 (Scopus)

Source API URL

https://api.elsevier.com/content/abstract/scopus_id/77954987004

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