Generating map sketches for strategy games

Antonios Liapis, Georgios N. Yannakakis, Julian Togelius

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    Abstract

    How can a human and an algorithm productively collaborate on generating game content? In this paper, we try to answer this question in the context of generating balanced and interesting low-resolution sketches for game levels. We introduce six important criteria for successful strategy game maps, and present map sketches optimized for one or more of these criteria via a constrained evolutionary algorithm. The sketch-based map representation and the computationally lightweight evaluation methods are geared towards the integration of the evolutionary algorithm within a mixed-initiative tool, allowing for the co-creation of game content by a human and an artificial designer.

    Original languageEnglish (US)
    Title of host publicationApplications of Evolutionary Computation - 16th European Conference, EvoApplications 2013, Proceedings
    Pages264-273
    Number of pages10
    Volume7835 LNCS
    DOIs
    StatePublished - 2013
    Event16th European Conference on Applications of Evolutionary Computation, EvoApplications 2013 - Vienna, Austria
    Duration: Apr 3 2013Apr 5 2013

    Publication series

    NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
    Volume7835 LNCS
    ISSN (Print)03029743
    ISSN (Electronic)16113349

    Other

    Other16th European Conference on Applications of Evolutionary Computation, EvoApplications 2013
    CountryAustria
    CityVienna
    Period4/3/134/5/13

    Fingerprint

    Game
    Evolutionary algorithms
    Evolutionary Algorithms
    Evaluation Method
    Strategy
    Human
    Context

    ASJC Scopus subject areas

    • Computer Science(all)
    • Theoretical Computer Science

    Cite this

    Liapis, A., Yannakakis, G. N., & Togelius, J. (2013). Generating map sketches for strategy games. In Applications of Evolutionary Computation - 16th European Conference, EvoApplications 2013, Proceedings (Vol. 7835 LNCS, pp. 264-273). (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 7835 LNCS). https://doi.org/10.1007/978-3-642-37192-9-27

    Generating map sketches for strategy games. / Liapis, Antonios; Yannakakis, Georgios N.; Togelius, Julian.

    Applications of Evolutionary Computation - 16th European Conference, EvoApplications 2013, Proceedings. Vol. 7835 LNCS 2013. p. 264-273 (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 7835 LNCS).

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    Liapis, A, Yannakakis, GN & Togelius, J 2013, Generating map sketches for strategy games. in Applications of Evolutionary Computation - 16th European Conference, EvoApplications 2013, Proceedings. vol. 7835 LNCS, Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), vol. 7835 LNCS, pp. 264-273, 16th European Conference on Applications of Evolutionary Computation, EvoApplications 2013, Vienna, Austria, 4/3/13. https://doi.org/10.1007/978-3-642-37192-9-27
    Liapis A, Yannakakis GN, Togelius J. Generating map sketches for strategy games. In Applications of Evolutionary Computation - 16th European Conference, EvoApplications 2013, Proceedings. Vol. 7835 LNCS. 2013. p. 264-273. (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)). https://doi.org/10.1007/978-3-642-37192-9-27
    Liapis, Antonios ; Yannakakis, Georgios N. ; Togelius, Julian. / Generating map sketches for strategy games. Applications of Evolutionary Computation - 16th European Conference, EvoApplications 2013, Proceedings. Vol. 7835 LNCS 2013. pp. 264-273 (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)).
    @inproceedings{50d301a09e9d4965854f952207f0d290,
    title = "Generating map sketches for strategy games",
    abstract = "How can a human and an algorithm productively collaborate on generating game content? In this paper, we try to answer this question in the context of generating balanced and interesting low-resolution sketches for game levels. We introduce six important criteria for successful strategy game maps, and present map sketches optimized for one or more of these criteria via a constrained evolutionary algorithm. The sketch-based map representation and the computationally lightweight evaluation methods are geared towards the integration of the evolutionary algorithm within a mixed-initiative tool, allowing for the co-creation of game content by a human and an artificial designer.",
    author = "Antonios Liapis and Yannakakis, {Georgios N.} and Julian Togelius",
    year = "2013",
    doi = "10.1007/978-3-642-37192-9-27",
    language = "English (US)",
    isbn = "9783642371912",
    volume = "7835 LNCS",
    series = "Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)",
    pages = "264--273",
    booktitle = "Applications of Evolutionary Computation - 16th European Conference, EvoApplications 2013, Proceedings",

    }

    TY - GEN

    T1 - Generating map sketches for strategy games

    AU - Liapis, Antonios

    AU - Yannakakis, Georgios N.

    AU - Togelius, Julian

    PY - 2013

    Y1 - 2013

    N2 - How can a human and an algorithm productively collaborate on generating game content? In this paper, we try to answer this question in the context of generating balanced and interesting low-resolution sketches for game levels. We introduce six important criteria for successful strategy game maps, and present map sketches optimized for one or more of these criteria via a constrained evolutionary algorithm. The sketch-based map representation and the computationally lightweight evaluation methods are geared towards the integration of the evolutionary algorithm within a mixed-initiative tool, allowing for the co-creation of game content by a human and an artificial designer.

    AB - How can a human and an algorithm productively collaborate on generating game content? In this paper, we try to answer this question in the context of generating balanced and interesting low-resolution sketches for game levels. We introduce six important criteria for successful strategy game maps, and present map sketches optimized for one or more of these criteria via a constrained evolutionary algorithm. The sketch-based map representation and the computationally lightweight evaluation methods are geared towards the integration of the evolutionary algorithm within a mixed-initiative tool, allowing for the co-creation of game content by a human and an artificial designer.

    UR - http://www.scopus.com/inward/record.url?scp=84875670502&partnerID=8YFLogxK

    UR - http://www.scopus.com/inward/citedby.url?scp=84875670502&partnerID=8YFLogxK

    U2 - 10.1007/978-3-642-37192-9-27

    DO - 10.1007/978-3-642-37192-9-27

    M3 - Conference contribution

    SN - 9783642371912

    VL - 7835 LNCS

    T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

    SP - 264

    EP - 273

    BT - Applications of Evolutionary Computation - 16th European Conference, EvoApplications 2013, Proceedings

    ER -