An Evolutionary Algorithm was run in real-time for the procedural generation ofenemies in a third-person, wave based hack and slash and shoot 'em up game. Thealgorithm evaluates enemies as individuals based on their effectiveness at battlingthe player character. Every generation is presented as a new wave of enemieswhose properties have been adjusted according to the fitness of the last wave. Byconstantly making new enemies more adept at the task of the defeating the currentplayer, I attempt to automatically and naturally raise the difficulty as the gameprogresses. The goal is also to improve player satisfaction as a result. By analyzingthe response from players and observing the changes of the generated enemies, Idetermine whether or not this is an appropriate implementation of EvolutionaryAlgorithms. Results showed that the success of the algorithm varied substantiallybetween tests, giving a number of both failed and successful tests. I go throughsome of the individual data and draw conclusions on what specific conditions makesthe algorithm perform desirably.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:mau-20847 |
Date | January 2019 |
Creators | Olsson, Viktor |
Publisher | Malmö universitet, Fakulteten för teknik och samhälle (TS), Malmö universitet/Teknik och samhälle |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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