Using a Surrogate Model of Gameplay forAutomated Level Design

Main Authors: Karavolos, Daniel, Liapis, Antonios, Yannakakis, Georgios N
Format: Proceeding
Terbitan: , 2018
Online Access: https://zenodo.org/record/2567174
ctrlnum 2567174
fullrecord <?xml version="1.0"?> <dc schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/ http://www.openarchives.org/OAI/2.0/oai_dc.xsd"><creator>Karavolos, Daniel</creator><creator>Liapis, Antonios</creator><creator>Yannakakis, Georgios N</creator><date>2018-12-28</date><description>This paper describes how a surrogate model of the interrelations between different types of content in the same game can be used for level generation. Specifically, the model associates level structure and game rules with gameplay outcomes in a shooter game. We use a deep learning approach to train a model on simulated play throughs of two-player death match games, in diverse levels and with different character classes per player. Findings in this paper show that the model can predict the duration and winner of the match given a top-down map of the level and the parameters of the two players&#x2019; character classes. With this surrogate model in place, we investigate which level structures would result in a balanced match of short,medium or long duration for a given set of character classes.Using evolutionary computation, we are able to discover levels which improve the balance between different classes. This opens up potential applications for a designer tool which can adapt a human authored map to fit the designer&#x2019;s desired gameplay outcomes, taking account of the game&#x2019;s rule</description><identifier>https://zenodo.org/record/2567174</identifier><identifier>10.5281/zenodo.2567174</identifier><identifier>oai:zenodo.org:2567174</identifier><relation>info:eu-repo/grantAgreement/EC/H2020/693150/</relation><relation>doi:10.5281/zenodo.2567173</relation><rights>info:eu-repo/semantics/openAccess</rights><rights>https://creativecommons.org/licenses/by/4.0/legalcode</rights><title>Using a Surrogate Model of Gameplay forAutomated Level Design</title><type>Journal:Proceeding</type><type>Journal:Proceeding</type><recordID>2567174</recordID></dc>
format Journal:Proceeding
Journal
author Karavolos, Daniel
Liapis, Antonios
Yannakakis, Georgios N
title Using a Surrogate Model of Gameplay forAutomated Level Design
publishDate 2018
url https://zenodo.org/record/2567174
contents This paper describes how a surrogate model of the interrelations between different types of content in the same game can be used for level generation. Specifically, the model associates level structure and game rules with gameplay outcomes in a shooter game. We use a deep learning approach to train a model on simulated play throughs of two-player death match games, in diverse levels and with different character classes per player. Findings in this paper show that the model can predict the duration and winner of the match given a top-down map of the level and the parameters of the two players’ character classes. With this surrogate model in place, we investigate which level structures would result in a balanced match of short,medium or long duration for a given set of character classes.Using evolutionary computation, we are able to discover levels which improve the balance between different classes. This opens up potential applications for a designer tool which can adapt a human authored map to fit the designer’s desired gameplay outcomes, taking account of the game’s rule
id IOS16997.2567174
institution DEFAULT
institution_type library:public
library
library DEFAULT
collection DEFAULT
city DEFAULT
province DEFAULT
repoId IOS16997
first_indexed 2022-06-06T02:48:18Z
last_indexed 2022-06-06T02:48:18Z
recordtype dc
merged_child_boolean 1
_version_ 1739478790963200000
score 17.607244