# Pairing Character Classes in a Deathmatch Shooter Game via a Deep-Learning Surrogate Model

arXiv: https://arxiv.org/abs/2103.15451 · HTML: https://mlsanity.com/paper/2103.15451/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 4 of its 32 references that are in the map.
- First posted on arXiv 29 Mar 2021.

## Builds on (most cited first, 4 of 4)

- [Grad-CAM: Visual Explanations from Deep Networks via Gradient-based Localization](https://mlsanity.com/paper/1610.02391/) (2016)
- [Fast and Accurate Deep Network Learning by Exponential Linear Units (ELUs)](https://mlsanity.com/paper/1511.07289/) (2015)
- [Procedural Content Generation via Machine Learning (PCGML)](https://mlsanity.com/paper/1702.00539/) (2017)
- [Super Mario as a String: Platformer Level Generation Via LSTMs](https://mlsanity.com/paper/1603.00930/) (2016)

## Built on by (most cited first, 1 of 1)

- [Future Research Avenues for Artificial Intelligence in Digital Gaming: An Exploratory Report](https://mlsanity.com/paper/2412.14085/) (2024)

## Abstract (arXiv)

This paper introduces a surrogate model of gameplay that learns the mapping between different game facets, and applies it to a generative system which designs new content in one of these facets. Focusing on the shooter game genre, the paper explores how deep learning can help build a model which combines the game level structure and the game's character class parameters as input and the gameplay outcomes as output. The model is trained on a large corpus of game data from simulations with artificial agents in random sets of levels and class parameters. The model is then used to generate classes for specific levels and for a desired game outcome, such as balanced matches of short duration. Findings in this paper show that the system can be expressive and can generate classes for both computer generated and human authored levels.
