Computational Intelligence Creating Procedural Content for Games - Joseph Alexander Brown

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#Joseph Alexander Brown #2015 #IEEE CIS Webinar competition 2015 #Procedural Content Generation #Game Development #Evolutionary Programming

Procedural Content Generation (PCG) allows for parameter models of designs to create content with minimal user interventions, or to provide someone with an overview of possible designs. Techniques involving generative methods, search-based algorithms, and evolution give the designer control over large design spaces. These techniques are at the forefront in novel tools for game design and assets: expanding replay‐ability, reducing costs and entry points for asset creation, and allowing for personalized play experiences. These methods have also found their way into other industries, such as fashion, architecture, and industrial design.

This talk provides an overview of the current thinking on PCG using biologically inspired searches to develop levels and enemy placement. Dr. Joseph Alexander Brown gives an overview of current independent and AAA games, and how these techniques are being used an will be used in the near future. The webinar will make a demonstration of evolutionary programming in the development for levels in a Diablo-like space, and examine how weapons such as those in Fallout and Boarderlands can be evolved for drops. Most importantly, it will look at how we can evaluate the designs produced, and how expert knowledge from players can be taken into account in the evaluation of a design.

This webinar by Dr. Joseph Alexander Brown provides an overview of the current thinking on Procedural Content Generation (PCG) using biologically inspired searches to develop levels and enemy placement in game development. 

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