Procedural generation of non-player characters in massively multiplayer online strategy games

被引:0
作者
André Siqueira Ruela
Frederico Gadelha Guimarães
机构
[1] Federal University of Minas Gerais,Graduate Program in Electrical Engineering
[2] Federal University of Minas Gerais,Department of Electrical Engineering
来源
Soft Computing | 2017年 / 21卷
关键词
Procedural content generation; Evolutionary algorithm; Coevolution; Massive multiplayer online (MMO) game; Real-time strategy (RTS) game; Video games;
D O I
暂无
中图分类号
学科分类号
摘要
This paper presents a coevolutionary framework for procedural generation of NPCs in MMORTS games. In this context, players need to defeat environmental troops in battle to gather resources and achieve their goals. The benchmarked game has several balance problems related to these battle activities, mostly caused by the handcraft design of complex game content. To solve this problem, the algorithm takes player modeled heroes as input and returns a solution evolved to win. By this way, the players need to think better in a new way to conquer the victory, adding new levels of challenge, keeping the game enjoyable. We present a new mathematical model to evaluate the solutions, based only on the number of soldiers on the input and output, making it easy to extend to other contexts. The results show it is possible to procedurally generate thousands of new efficient and fair builds, without violating the game rules. Moreover, our analysis of the results was able to identify unbalanced characteristics in the game design and we suggested simple way to fix it.
引用
收藏
页码:7005 / 7020
页数:15
相关论文
共 36 条
  • [1] Cardamone L(2015)Trackgen: an interactive track generator for TORCS and speed-dreams Appl Soft Comput 28 550-558
  • [2] Lanzi PL(2014)Solving the balance problem of massively multiplayer online role-playing games using coevolutionary programming Appl Soft Comput 18 1-11
  • [3] Loiacono D(2007)Social interactions in massively multiplayer online role-playing gamers CyberPsychol Behav 10 575-583
  • [4] Chen H(2011)Multi-faceted evolution of simple arcade games IEEE Conf Comput Intell Games, CIG 2011 289-296
  • [5] Mori Y(2012)Automatic evolution of programs for procedural generation of terrains for video games Soft Comput 16 1893-1914
  • [6] Matsuba I(2003)Empirical evaluation of the improved rprop learning algorithm Neurocomputing 50 105-123
  • [7] Cole H(2012)RTS game strategy evaluation using extreme learning machine Soft Comput 16 1627-1637
  • [8] Griffiths MD(2011)The 2010 mario AI championship: level generation track IEEE Trans Comput Intell AI Games 3 332-347
  • [9] Cook M(1999)Who is interested in algorithms and why?: lessons from the stony brook algorithms repository SIGACT News 30 65-74
  • [10] Colton S(2011)Search-based procedural content generation: a taxonomy and survey Comput Intell AI Games, IEEE Trans 3 172-186