Procedural Generation of First Person Shooter Maps using Map-Elites

Fuente: arXiv
Gespeichert in:
Bibliographische Detailangaben
Hauptverfasser: de Donato, Simone, Lanzi, Pier Luca, Loiacono, Daniele
Format: Preprint
Veröffentlicht: 2026
Schlagworte:
Online-Zugang:
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
_version_ 1866914614889938944
author de Donato, Simone
Lanzi, Pier Luca
Loiacono, Daniele
author_facet de Donato, Simone
Lanzi, Pier Luca
Loiacono, Daniele
contents 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.
format Preprint
id arxiv_https___arxiv_org_abs_2605_30570
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Procedural Generation of First Person Shooter Maps using Map-Elites
de Donato, Simone
Lanzi, Pier Luca
Loiacono, Daniele
Artificial Intelligence
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.
title Procedural Generation of First Person Shooter Maps using Map-Elites
topic Artificial Intelligence
url https://arxiv.org/abs/2605.30570