# Procedural Generation of First Person Shooter Maps using Map-Elites

arXiv: https://arxiv.org/abs/2605.30570 · HTML: https://mlsanity.com/paper/2605.30570/

## 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.

## Builds on (most cited first, 12 of 12)

- [Illuminating search spaces by mapping elites](https://mlsanity.com/paper/1504.04909/) (2015)
- [Illuminating Mario Scenes in the Latent Space of a Generative Adversarial Network](https://mlsanity.com/paper/2007.05674/) (2020)
- [General Video Game AI: a Multi-Track Framework for Evaluating Agents, Games and Content Generation Algorithms](https://mlsanity.com/paper/1802.10363/) (2018)
- [Mapping Hearthstone Deck Spaces through MAP-Elites with Sliding Boundaries](https://mlsanity.com/paper/1904.10656/) (2019)
- [pyribs: A Bare-Bones Python Library for Quality Diversity Optimization](https://mlsanity.com/paper/2303.00191/) (2023)
- [Talakat: Bullet Hell Generation through Constrained Map-Elites](https://mlsanity.com/paper/1806.04718/) (2018)
- [Baba is Y'all: Collaborative Mixed-Initiative Level Design](https://mlsanity.com/paper/2003.14294/) (2020)
- [Empowering Quality Diversity in Dungeon Design with Interactive Constrained MAP-Elites](https://mlsanity.com/paper/1906.05175/) (2019)
- [Finding Game Levels with the Right Difficulty in a Few Trials through Intelligent Trial-and-Error](https://mlsanity.com/paper/2005.07677/) (2020)
- [Mech-Elites: Illuminating the Mechanic Space of GVGAI](https://mlsanity.com/paper/2002.04733/) (2020)
- [Intentional Computational Level Design](https://mlsanity.com/paper/1904.08972/) (2019)
- [Illuminating the Space of Dungeon Maps, Locked-door Missions and Enemy Placement Through MAP-Elites](https://mlsanity.com/paper/2202.09301/) (2022)

## 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.
