Towards multiobjective procedural map generation

Julian Togelius, Mike Preuß, Georgios N. Yannakakis · 2010

A search-based procedural content generation (SBPCG) algorithm for strategy game maps is proposed. Two representations for strategy game maps are devised, along with a number of objectives relating to predicted player experience. A multiobjective evolutionary algorithm is used for searching the space of maps for candidates that satisfy pairs of these objectives. As the objectives are inherently partially conflicting, the algorithm generates Pareto fronts showing how these objectives can be balanced. Such fronts are argued to be a valuable tool for designers looking to balance various design needs. Choosing appropriate points (manually or automatically) on the Pareto fronts, maps can be found that exhibit good map design according to specified criteria, and could either be used directly in e.g. an RTS game or form the basis for further human design.

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