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Automatic generation of tower defense levels using PCG

Published: 26 August 2019 Publication History
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  • Abstract

    Tower defense is a popular subgenre of real-time strategy game requiring detailed level design and difficulty balancing to create an enjoyable player experience. Because level production and testing are both time-consuming and labor-intensive, we propose and implement a framework to automate the process. We first analyze the three main components, or "building blocks", of the popular tower defense game Kingdom Rush: Frontiers (KRF), i.e. road maps, tower locations and monster sequences. We then automatically create new building blocks in the style of the original game, utilizing techniques from Procedural Content Generation (PCG), and assemble them to create new levels. We also add a fourth block: automated testing via a Monte Carlo search algorithm, to ensure the generated content is playable. We focus on KRF because it is a popular video game in the tower defense genre, and highlights some of the challenges of designing appropriate PCG and playtesting algorithms for a commercial video game.

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    Cited By

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    • (2024)Semi-Automatic Building Layout Generation for Virtual EnvironmentsIEEE Access10.1109/ACCESS.2024.341684812(87014-87022)Online publication date: 2024
    • (2023)Assessing Video Game Balance using Autonomous Agents2023 IEEE/ACM 7th International Workshop on Games and Software Engineering (GAS)10.1109/GAS59301.2023.00011(25-32)Online publication date: May-2023
    • (2022)A Novel Procedural Content Generation Algorithm for Tower Defense GamesProceedings of the 6th International Conference on Algorithms, Computing and Systems10.1145/3564982.3564993(1-7)Online publication date: 16-Sep-2022
    • Show More Cited By

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    Published In

    cover image ACM Other conferences
    FDG '19: Proceedings of the 14th International Conference on the Foundations of Digital Games
    August 2019
    822 pages
    ISBN:9781450372176
    DOI:10.1145/3337722
    This work is licensed under a Creative Commons Attribution International 4.0 License.

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 26 August 2019

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    Author Tags

    1. PCG
    2. computer games
    3. reinforcement learning
    4. tower defense

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    FDG '19 Paper Acceptance Rate 46 of 124 submissions, 37%;
    Overall Acceptance Rate 152 of 415 submissions, 37%

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    View all
    • (2024)Semi-Automatic Building Layout Generation for Virtual EnvironmentsIEEE Access10.1109/ACCESS.2024.341684812(87014-87022)Online publication date: 2024
    • (2023)Assessing Video Game Balance using Autonomous Agents2023 IEEE/ACM 7th International Workshop on Games and Software Engineering (GAS)10.1109/GAS59301.2023.00011(25-32)Online publication date: May-2023
    • (2022)A Novel Procedural Content Generation Algorithm for Tower Defense GamesProceedings of the 6th International Conference on Algorithms, Computing and Systems10.1145/3564982.3564993(1-7)Online publication date: 16-Sep-2022
    • (2021)Procedural Content Generation of Custom Tower Defense Game Using Genetic AlgorithmsNew Technologies, Development and Application IV10.1007/978-3-030-75275-0_54(493-503)Online publication date: 12-May-2021

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