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are large but do not have doors other than the ones that leads to the centre. Players may
find themselves trying to find flags deeper into them only to discover a dead end. This
can be improved by tweaking the maximum region size. Pacing is susceptible to many
confounding factors, such as the speed of movement, rate of fire, speed of reloading
and so on, and is therefore not exclusively dependent on the map design. 4) Fairness
- We measure the time to navigate from both spawn points to all four flags by playing
through the map. It takes 58.88s to move from the blue base and 60:21s to move from
the other base. The small difference between these values implies high fairness. The
sample mean of 3.36, standard deviation of 0.98 for Q6 implies that the placement of
flags are largely fair for our users. 5) Aesthetics - The look of the game depends on the
artist. In general, However, what we can observe from the map is that the buildings have
decent shapes and the objects such as trees and wagons are placed naturally as shown
in Figure 5.
7Con lu ion
We first presented our findings of what constitutes a good game environment for mul-
tiplayer shooters, before designing and implementing an algorithm for the procedural
generation of a map that can satisfy all the criteria. We then evaluated the maps by mea-
suring the effectiveness of the evolution to produce better maps and to check whether
the result satisfies what we have set out to do. Our evaluations show that we can gen-
erate game map procedurally for multiplayer shooters in less than ten seconds without
compromising the common design requirements (flow, positioning of collision points,
fairness and aesthetics) of commercial multiplayer shooters. Hence, in contrast to pre-
vious works, our method is practically feasible for run-time dynamic map generation
and can be immediately used by game industry.
References
1. Rogue 1984 - the dos game, the history, the science, http://science-fiction.fch.ir/
rogue/doc/Rogue 1984-The DOS Game-The History-The Science.html
(retrieved
March 2014)
2. Anand, B., Wei, W.H.: Arena- procedural map and music generation for multiplayer shooters
(project page), http://www.comp.nus.edu.sg/ ~ bhojan/arena
3. Cardamone, L., Yannakakis, G.N., Togelius, J., Lanzi, P.L.: Evolving interesting maps for
a first person shooter. In: Di Chio, C., et al. (eds.) EvoApplications 2011, Part I. LNCS,
vol. 6624, pp. 63-72. Springer, Heidelberg (2011)
4. DICE: Battlefield 4 multiplayer, http://www.battlefield.com/battlefield-4/
gameplay/multiplayer (retrieved January 2014)
5. Gearbox: Borderlands 2 information, http://www.borderlands2.com/us/#info (re-
trieved January 2014)
6. Guerrilla:
Killzone
home, http://www.killzone.com/en_GB/killzone.html (re-
trieved January 2014)
7. G uttler, C., Johansson, T.D.: Spatial principles of level-design in multi-player first-person
shooters. In: Proceedings of the 2Nd Workshop on Network and System Support for Games,
NetGames 2003, pp. 158-170. ACM, New York (2003)
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