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ARENA - Dynamic Run-Time Map Generation
for Multiplayer Shooters
Anand Bhojan and Hong Wei Wong
School of Computing, National University of Singapore
{ banand,wei } @comp.nus.edu.sg
Abstract. In this paper, we present simple and novel method to procedurally
generate the game maps for multiplayer shooter games faster (in order of sec-
onds) without compromising the expected features of a good multiplayer shooter
environment.
Keywords: games, procedural content generation, game map generation.
1
Introduction
1.1
Procedural Content Generation
Procedural Content Generation (PCG) is the use of algorithmic means to create content
[17] [19] dynamically during run-time. Instead of trekking the same grounds which gets
stale with time, PCG promises a more novel experience every playthrough. PCG was
utilised in games as early as 1978. A notable example is Rogue [12] [1] which spawns
a new genre known as Roguelikes. Core features include randomly generated levels,
item locations and so on. PCG's influence extends to racing games like Gran Turismo
5 , which procedurally generates its tracks [13]. First Person Shooter (FPS) Borderlands
series procedurally generates weapons [5].
1.2
Multiplayer Shooter
We believe that an exception to PCG lies with environments/maps for multiplayer
shooters such as Battlefield [4], which remains one of the most popular genres to date
[18].
The reader should note the difference between a multiplayer and a standard shooter,
which often follows an approximately linear path. The competitive nature of multi-
player shooters brings additional challenge of ensuring fairness through the positioning
of strategic points. Moreover, players typically have more freedom to move around the
map. It is for these reasons the designers often take a different approach to craft multi-
player maps.
We limit our scope to the game mode Capture and Hold , popularised in games like
Killzone [6] . Every player belongs to one of 2 teams. Littered around the map are
flags that are captured by placing players in close proximity. A captured flag (can be
recaptured) lowers the team points for the opposing team continuously. A team point of
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