Procedural Generation of First Person Shooter Maps using Map-Elites
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Abstract (arXiv)
We investigate the application of MAP-Elites (a well-known quality diversity algorithm) to design levels for First-Person Shooter (FPS) games. We consider two well-known map representations (All-Black and Grid-Graph) and introduce two novel representations (Point-Line and Spatial-Layout) that improve the characterization of FPS maps. We define a series of metrics to describe maps' topological properties (which solely depend on maps' layout), and emergent properties (which must be evaluated through actual gameplay). We perform an in-depth analysis to identify the most suitable features to guide MAP-Elites illumination process. We apply MAP-Elites with Sliding Boundaries (MESB) to evolve populations of FPS maps. Our results show that the new representations can generate maps with higher diversity and quality than the representations previously used for evolving FPS maps.
Key facts. No citing papers in the map yet (data through 14 Oct 2026). Builds on 12 of its 29 references that are in the map. First posted on arXiv 28 May 2026.
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References · 12
- 2015Illuminating search spaces by mapping elitescited by 425
- 2020Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Networkcited by 52
- 2018General Video Game AI: a Multi-Track Framework for Evaluating Agents, Games and Content Generation Algorithmscited by 45
- 2019Mapping Hearthstone Deck Spaces through MAP-Elites with Sliding Boundariescited by 32
- 2023pyribs: A Bare-Bones Python Library for Quality Diversity Optimizationcited by 30
- 2018Talakat: Bullet Hell Generation through Constrained Map-Elitescited by 26
- 2020Baba is Y'all: Collaborative Mixed-Initiative Level Designcited by 20
- 2019Empowering Quality Diversity in Dungeon Design with Interactive Constrained MAP-Elitescited by 18
- 2020Finding Game Levels with the Right Difficulty in a Few Trials through Intelligent Trial-and-Errorcited by 14
- 2020Mech-Elites: Illuminating the Mechanic Space of GVGAIcited by 13
- 2019Intentional Computational Level Designcited by 9
- 2022Illuminating the Space of Dungeon Maps, Locked-door Missions and Enemy Placement Through MAP-Elitescited by 1
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