{"title":"Evolved weapons for RPG drop systems","authors":"J. A. Brown","doi":"10.1109/CIG.2013.6633659","DOIUrl":null,"url":null,"abstract":"Presented is an overview of an evolutionary algorithm with interactive fitness evaluation as a method for development of video game weaponry, with an emphasis on games with role playing game (RPG) elements. After a short survey of current industry practises for video game weapons, an evaluation of the novel evolutionary method forms the body of this monograph. The method uses the crossover of weapon data structures of similar weapon classes. The player attempting this crossover is shown two possible weapons and is allowed to save only one. This acts as an interactive fitness/selection operator. Such a process, over the course of a game with many item drops, approximates the results of an evolutionary search. The proposed method allows for an increased engagement on the part of the player in their weapons, armour, and gear. Finally, areas for both industry applications of this technique and potential academic research topics for game balance are speculated upon.","PeriodicalId":158902,"journal":{"name":"2013 IEEE Conference on Computational Inteligence in Games (CIG)","volume":"27 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2013-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2013 IEEE Conference on Computational Inteligence in Games (CIG)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CIG.2013.6633659","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
Presented is an overview of an evolutionary algorithm with interactive fitness evaluation as a method for development of video game weaponry, with an emphasis on games with role playing game (RPG) elements. After a short survey of current industry practises for video game weapons, an evaluation of the novel evolutionary method forms the body of this monograph. The method uses the crossover of weapon data structures of similar weapon classes. The player attempting this crossover is shown two possible weapons and is allowed to save only one. This acts as an interactive fitness/selection operator. Such a process, over the course of a game with many item drops, approximates the results of an evolutionary search. The proposed method allows for an increased engagement on the part of the player in their weapons, armour, and gear. Finally, areas for both industry applications of this technique and potential academic research topics for game balance are speculated upon.