Talakat: Bullet Hell Generation through Constrained Map-Elites
Khalifa, Ahmed, Lee, Scott, Nealen, Andy, Togelius, Julian
–arXiv.org Artificial Intelligence
We describe a search-based approach to generating new levels for bullet hell games, which are action games characterized by and requiring avoidance of a very large amount of projectiles. Levels are represented using a domain-specific description language, and search in the space defined by this language is performed by a novel variant of the Map-Elites algorithm which incorporates a feasible- infeasible approach to constraint satisfaction. Simulation-based evaluation is used to gauge the fitness of levels, using an agent based on best-first search. The performance of the agent can be tuned according to the two dimensions of strategy and dexterity, making it possible to search for level configurations that require a specific combination of both. As far as we know, this paper describes the first generator for this game genre, and includes several algorithmic innovations.
arXiv.org Artificial Intelligence
Jun-13-2018
- Country:
- North America > United States > New York (0.32)
- Genre:
- Research Report (0.40)
- Industry:
- Leisure & Entertainment > Games > Computer Games (1.00)
- Technology: