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Demonstrating automatic content generation in the galactic arms race video game

Published: 14 October 2009 Publication History

Abstract

In most modern video games, content (e.g. models, levels, weapons, etc.) shipped with the game is static and unchanging, or at best, randomized within a narrow set of parameters. However, if game content could be constantly renewed, players would remain engaged longer. To realize this ambition, the content-generating NeuroEvolution of Augmenting Topologies (cgNEAT) algorithm automatically evolves novel game content based on player preferences, as the game is played. To demonstrate this approach, the Galactic Arms Race (GAR) video game, which incorporates cgNEAT, will be presented. In GAR, players pilot space ships and fight enemies to acquire novel particle system weapons that are evolved by the game. The live demo will show how GAR players can discover a wide variety of weapons that are not only novel, but also based on and extended from previous content that they preferred in the past. The implication of cgNEAT is that it is now possible to create games that generate their own content, potentially significantly reducing the cost of content creation and increasing the replay value of games.

References

[1]
Irwin, M. J. 2008. Game developers' trade off. Forbes.com.
[2]
Stanley, K. O., and Miikkulainen, R. 2002. Evolving neural networks through augmenting topologies. Evolutionary Computation 10:99-127.
[3]
Stanley, K. O. 2007. Compositional pattern producing networks: A novel abstraction of development. Genetic Programming and Evolvable Machines Special Issue on Developmental Systems 131 - 162.

Cited By

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  • (2017)FUN PLEdGE 2.0Proceedings of the 12th Biannual Conference on Italian SIGCHI Chapter10.1145/3125571.3125592(1-9)Online publication date: 18-Sep-2017
  • (2017)Procedural content generation for platformersMultimedia Tools and Applications10.1007/s11042-016-3636-376:4(5001-5050)Online publication date: 1-Feb-2017
  • (2015)FUN PLEdGEProceedings of the 11th Biannual Conference of the Italian SIGCHI Chapter10.1145/2808435.2808451(138-145)Online publication date: 28-Sep-2015

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cover image Guide Proceedings
AIIDE'09: Proceedings of the Fifth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
October 2009
194 pages

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  • Association for the Advancement of Artificial Intelligence

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AAAI Press

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Published: 14 October 2009

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  • (2017)FUN PLEdGE 2.0Proceedings of the 12th Biannual Conference on Italian SIGCHI Chapter10.1145/3125571.3125592(1-9)Online publication date: 18-Sep-2017
  • (2017)Procedural content generation for platformersMultimedia Tools and Applications10.1007/s11042-016-3636-376:4(5001-5050)Online publication date: 1-Feb-2017
  • (2015)FUN PLEdGEProceedings of the 11th Biannual Conference of the Italian SIGCHI Chapter10.1145/2808435.2808451(138-145)Online publication date: 28-Sep-2015

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