×
In particular, we present a methodology to evolve maps for Cube 2: Saubertran, an open source first person shooter, and to improve the game balancing for ...
Feb 12, 2016 · In particular, we present a methodology to evolve maps for Cube 2: Saubertran, an open source first person shooter, and to improve the game ...
In particular, we present a methodology to evolve maps for Cube 2: Saubertran, an open source first person shooter, and to improve the game balancing for ...
Evolving maps for balancing the match between two bots using a rifle; the score ratio of bot! on a typical map evolved in (a) early stages, (b) in the ...
This work proposes a search-based solution, where maps are evolved to optimize a fitness function that is based on the players' average fighting time, ...
This paper presents a novel approach to procedural generation of urban maps for First Person Shooter (FPS) games. A multi-agent evolutionary system is employed ...
We propose a search-based solution, where maps are evolved to optimize a fitness function that is based on the players' average fighting time. For that purpose, ...
Missing: match | Show results with:match
May 1, 2011 · This document presents research on using search-based procedural content generation to evolve interesting maps for first-person shooter games.
This paper describes an evolutionary system for the genera- tion of balance maps for board games. The system is designed to work with the original game Siphon, ...
Oct 7, 2024 · This approach combines the integration of a Navigation Mesh (Navmesh) and atomic shooting rules to enhance the performance of the game's AI.