English

Procedural urban environments for FPS games

Artificial Intelligence 2016-04-21 v1 Human-Computer Interaction Neural and Evolutionary Computing

Abstract

This paper presents a novel approach to procedural generation of urban maps for First Person Shooter (FPS) games. A multi-agent evolutionary system is employed to place streets, buildings and other items inside the Unity3D game engine, resulting in playable video game levels. A computational agent is trained using machine learning techniques to capture the intent of the game designer as part of the multi-agent system, and to enable a semi-automated aesthetic selection for the underlying genetic algorithm.

Keywords

Cite

@article{arxiv.1604.05791,
  title  = {Procedural urban environments for FPS games},
  author = {Jan Kruse and Ricardo Sosa and Andy M. Connor},
  journal= {arXiv preprint arXiv:1604.05791},
  year   = {2016}
}
R2 v1 2026-06-22T13:36:23.862Z