Procedural map generation for a RTS game

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  • 1. Procedural Map Generation for a RTS Game Raúl Lara-Cabrera, Carlos Cotta and Antonio J. Fernández-Leiva “University of Málaga”
  • 2. Contents• Introduction• The game: Planet Wars• The map generator• Results• Conclusions11/15/2012 Procedural Map Generation for a RTS game
  • 3. Introduction• Procedural content generation (PCG) is the programmatic generation of game content using a random or pseudo-random process that results in an unpredictable range of possible game play spaces.• This content refers to all aspects of the game that affect game-play other than non-player character (NPC), such as maps, levels, dialogues, characters, rule-sets and weapons.11/15/2012 Procedural Map Generation for a RTS game
  • 4. Introduction• Some advantages: – Manually creating game content is an expensive process. Using PCG can reduce these costs. – It makes possible the development of endless games. – It reduces the memory comsumption generating the content dinamically instead of storing it.11/15/2012 Procedural Map Generation for a RTS game
  • 5. Some examples…Borderlands (Gearbox Soft, 2009) Minecraft (Mojang, 2011)Uses a PCG system to create Sandbox-building game with anweapons, enemies and items with infinite map which is expandeddifferent properties. dynamically.11/15/2012 Procedural Map Generation for a RTS game
  • 6. The game: Planet Wars• Planet Wars is a real-time strategy (RTS) game based on Galcon and used in the Google AI Challenge 2010• It takes place on a map which contains several planets (neutrals or controlled by some player) with a different number of ships on them.• The objective is to destroy other player’s ships11/15/2012 Procedural Map Generation for a RTS game
  • 7. The game: Planet Wars• Every owned planet creates new ships depending on its growth rate (size).• The winner is the player who owns the largest number of ships.• Players send fleets to other planets to conquer them. There is a battle between the attacking and defending fleet. The distance between the planets affects the movement of the ships.11/15/2012 Procedural Map Generation for a RTS game
  • 8. The game: Planet Wars11/15/2012 Procedural Map Generation for a RTS game
  • 9. The map generator• Search-based procedural map generator: – Evolutionary algorithm – It generates balanced maps that do not give any advantage to the players. – Maps have a fixed number of planets: • 20 neutral planets • 2 starting planets, one for each player.11/15/2012 Procedural Map Generation for a RTS game
  • 10. The map generator• Evolutionary algorithm: – 100 generations – 40 individuals – Crossover prob: 0.75 – Mutation prob: 0.70 – Generational scheme with 1-elitism11/15/2012 Procedural Map Generation for a RTS game
  • 11. Operators• Mutation – Gaussian mutation – Adds gaussian noise to the parameters – This noise moves the planets and changes their size (growth rate) and number of initial ships.11/15/2012 Procedural Map Generation for a RTS game
  • 12. The map generator• Every individual represents a map: – Neutral planets have 4 parameters – Home planets have a fixed number of ships and size – 84 parameters11/15/2012 Procedural Map Generation for a RTS game
  • 13. The map generator11/15/2012 Procedural Map Generation for a RTS game
  • 14. The map generator New population (maps) Individual’s parameters Selection, recombination are scaled and written to and mutation a map file Planet Wars game Map evaluation by execution using the analysing its log file generated map11/15/2012 Procedural Map Generation for a RTS game
  • 15. Results• Some observations obtained from the generated balanced maps: – Planets are usually much separated from each other. • Fleets take a long time to arrive to other planets, so there are few battles until the game ends. – The position of the neutral planets do not appear to follow any trend neither their size.11/15/2012 Procedural Map Generation for a RTS game
  • 16. Results11/15/2012 Procedural Map Generation for a RTS game
  • 17. Results11/15/2012 Procedural Map Generation for a RTS game
  • 18. Results11/15/2012 Procedural Map Generation for a RTS game
  • 19. Results• DEMO – http://www.youtube.com/watch?v=4JfspDiyxDA11/15/2012 Procedural Map Generation for a RTS game
  • 20. Conclusions• We have introduced a simple procedural map generator for a RTS game that is capable of generating balanced maps for two player games.• There are some limitations: – Planets should be overlapped – Maps are evaluated by a single match – The evolutionary algorithm can be improved by tuning its parameters11/15/2012 Procedural Map Generation for a RTS game
  • 21. Thanks!11/15/2012 Procedural Map Generation for a RTS game