• DocumentCode
    3726757
  • Title

    Procedural weapons generation for unreal tournament III

  • Author

    Daniele Gravina;Daniele Loiacono

  • Author_Institution
    Dipartimento di Elettronica, Informazione e Bioingegneria, Politercnico di Milano, Milan, Italy
  • fYear
    2015
  • Firstpage
    1
  • Lastpage
    8
  • Abstract
    Design a set of weapons for a competitive first person shooter (FPS) is not an easy task: it involves several challenges, such as balancing, diversity, and novelty. In this paper, we combine procedural content generation and evolutionary computation to solve this complex task. In particular, we introduce a novel approach to procedurally generate weapons for Unreal Tournament III, a popular commercial FPS. In our approach, each weapon is represented as a parameters vector and evaluated based on game statistics. We tested our approach on three different application scenarios that represents three typical design problems: (i) create a balanced set of weapons, (ii) improve a given weapon with the least possible changes, and (iii) create a set of weapons with some specific design goals. Finally, we also performed a preliminary user study to validate our work. Our results are promising and suggest that the proposed approach might be successfully used to support the weapon design process.
  • Keywords
    "Weapons","Games","Measurement","Servers","Gravity","Explosions","Computational modeling"
  • Publisher
    ieee
  • Conference_Titel
    Games Entertainment Media Conference (GEM), 2015 IEEE
  • Type

    conf

  • DOI
    10.1109/GEM.2015.7377225
  • Filename
    7377225