2009
DOI: 10.1109/tciaig.2009.2038365
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Automatic Content Generation in the Galactic Arms Race Video Game

Abstract: Abstract-Simulation and game content includes the levels, models, textures, items, and other objects encountered and possessed by players during the game. In most modern video games and in simulation software, the set of content shipped with the product is static and unchanging, or at best, randomized within a narrow set of parameters. However, ideally, if game content could be constantly and automatically renewed, players would remain engaged longer. This paper introduces two novel technologies that take step… Show more

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Cited by 151 publications
(88 citation statements)
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“…The evolutionary parameters are set through preliminary testing, and the probability of adding a new node or connection is 30% and 15%, respectively. Similarly, the activation functions at any node can be replaced by one of the following with an even chance: Sigmoid, Hyperbolic Tangent, Sine, Cosine, Bipolar Sigmoid, Gaussian, Ramp, Step, Spike [18]. However, the activation function of any particular node is only changed with a 20% chance.…”
Section: Methodsmentioning
confidence: 99%
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“…The evolutionary parameters are set through preliminary testing, and the probability of adding a new node or connection is 30% and 15%, respectively. Similarly, the activation functions at any node can be replaced by one of the following with an even chance: Sigmoid, Hyperbolic Tangent, Sine, Cosine, Bipolar Sigmoid, Gaussian, Ramp, Step, Spike [18]. However, the activation function of any particular node is only changed with a 20% chance.…”
Section: Methodsmentioning
confidence: 99%
“…The multifaceted PCG approach is evaluated in a space shooter, called AudioInSpace, which extends approaches by Hastings et al [18] for weapon particle generation through the integration of an audio component. As the game progresses, the player moves through different space-based game levels encountering obstacles and hostile enemies (as shown in figure 3).…”
Section: Audioinspace: the Gamementioning
confidence: 99%
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“…Regarding other kind of content, Hastings et al [12,13], proposed a PCG algorithm for the game "Galactic Arms Race" in which the weapons available were generated on the fly. In this case, the fitness of the generated weapons was computed based on the amount of time the players used them, hence measuring the player satisfaction without requiring explicit feedback from the players.…”
Section: Procedural Content Generationmentioning
confidence: 99%
“…Hastings et al [24,25], proposed a SBPCG algorithm for the game "Galactic Arms Race". In this case, the fitness of the generated weapons was computed based on the amount of time the players used them, hence measuring the player satisfaction without requiring the explicit attention of the players.…”
Section: Introductionmentioning
confidence: 99%