AAAI Publications, Eleventh Artificial Intelligence and Interactive Digital Entertainment Conference

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Multi-Level Evolution of Shooter Levels
William Cachia, Antonios Liapis, Georgios N. Yannakakis

Last modified: 2015-09-23


This paper introduces a search-based generative process for first person shooter levels. Genetic algorithms evolve the level's architecture and the placement of powerups and player spawnpoints, generating levels with one floor or two floors. The evaluation of generated levels combines metrics collected from simulations of artificial agents competing in the level and theory-based heuristics targeting general level design patterns. Both simulation-based and theory-driven evaluations target player balance and exploration, while resulting levels emergently exhibit several popular design patters of shooter levels.


first person shooters; level design; procedural content generation; simulation-based generation; level design patterns

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