Monday, November 5, 2018

algorithm - Evolutionary Procedural Generation



Are there any examples of companies or papers using evolutionary algorithms (EA) or genetic programming (GP) in procedural generation of content for games? Does this exist in the industry?


This is about the only place I have really found it:
http://pcg.wikidot.com/pcg-algorithm:automatic-game-design


I've checked these questions as well and I know my way around PCG:
What is "procedural generation" and how is it done?

Procedural Generation of Infinite Level
2d Procedural universe generation



Answer



In general, most games opt for the much easier and predictable method of scripting their AI, or use noise for terrain/content generation. Most games tend to avoid evolutionary/genetic programming because, frankly, it's often too expensive to implement, or too random for most players to understand.


Outside of a few mostly experimental and niche games like Darwin's Pond or the Creatures series, I really can't think of any games that use EA or GP. Black and White used the Belief-Desire-Intention model as the basis for it's Creature AI, but the game got a lot of negative response due to the Creature's behavior seeming to be random. It's likely that the second Black and White game used scripting for the creature AI.


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