Interactive evolution of levels for a competitive multiplayer FPS

P.T. Olsted, B. Ma, S. Risi

Publikation: Konference artikel i Proceeding eller bog/rapport kapitelKonferencebidrag i proceedingsForskningpeer review


Traditionally a dedicated level designer has to create every aspect of a level by hand, distribute and gather people to test it. Especially for multiplayer maps, the cyclic process of developing and testing can be quite cumbersome and time consuming. This paper presents a novel approach to provide live generation of levels for such multiplayer maps through procedural content generation and interactive evolution. The approach is demonstrated in the FPSEvolver video game that aims at replicating the look and feel of popular games like Counter-Strike. Without leaving the game a group of players can generate, play and improve levels to fit their particular preferences by voting on a selection of evolving levels. This approach focuses on maintaining the level design principles for modern first-person shooters that encourages good engagements between players, in the popular game mode “bomb defusal”. The presented approach can generate enjoyable maps that adapt to the preferences of players across a range of skill levels. Several distinct types of levels were created during testing, which range from open to closed, and complex to simple, each fitting closely with what the different players consider a good map.
TitelEvolutionary Computation (CEC), 2015 IEEE Congress on
Antal sider8
Publikationsdato1 maj 2015
ISBN (Trykt)978-1-4799-7492-4
StatusUdgivet - 1 maj 2015


  • computer games
  • FPSEvolver video game
  • bomb defusal
  • competitive multiplayer FPS
  • counter-strike
  • cyclic process
  • first-person shooter
  • game mode
  • interactive evolution
  • level design principles
  • multiplayer maps
  • procedural content generation
  • skill levels
  • Computers
  • Encoding
  • Evolutionary computation
  • Games
  • Inductors
  • Layout
  • Weapons


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