Canada Spends Logo

Explore our Budget 2026 analysis

Grant: Collaborative Research and Development Grants

Dalhousie University

$73,320.00

Coevolutionary automatic game content generation of physics and flighting style games

FY 2016-17

Summary
Procedural content generation (PCG) represents an automatic process by which content for computer games is automatically created. As such, it has the potential to significantly reduce the cost of game development. Commercial products are available for automatically generating visual content. Moreover, there have been several results over the last five years in which significant advances have been made to PCG for describing the structural layout of material encountered in a game. Examples include the automatic generation of 'maze like worlds' as encountered in the adventure genre of computer games, and specific instances of content for platform style games - such as 'Super Mario Bros' - or physics puzzle style games such as 'Cut the Rope'. In this work, we develop PCG approaches for two gaming genres: 1) an Angry Birds style game in which the goal is to provide as diverse a range of content as possible, and 2) fighting games in which content is driven by the availability of good opponents that are able to resist the player's ability to predict their moves. Our insight for defining the PCG engine for the Angry Birds physics style game is to define solution trajectories and use this to identify constraints from which content is constructed. Variation in content will come from assuming a stochastic process for content generation, whereas the use of constraints helps guide variation operators to efficiently identify the most promising content. PCG for flighting games will make use of coevolutionary processes for automatically identifying a diverse range of strategies for flighting agent strategies. Parameterization constraints will be investigated to encourage the development of distinct fighting styles. Moreover, we are also interested in extending the pairwise model of combat typically assumed for fighting games so that several simultaneous multi-opponent modes of combat are available, thus extending the genre beyond pairwise play.
Program
Collaborative Research and Development Grants
Location
Nova Scotia, Canada
Recipient Type
Academia
Type
Grant
Source
NSERC's Awards Data

As published

Application id
499792-2016
Name nom
Heywood, Malcolm
Department département
Computer Science, Faculty of
Organization id
79
Institution établissement
Dalhousie University
Province en
Nova Scotia
Province fr
Nouvelle-Écosse
Country en
CANADA
Country fr
CANADA
Fiscal year exercice financier
2016
Competition year année de concours
2016
Award amount
73320
Program id
CRDPJ
Program name en
Collaborative Research and Development Grants
Program name fr
Subventions de recherche et développement coopérative
Group en
Research partnerships programs
Group fr
Programmes de partenariat
Committee code
96
Committee name en
RPP Internal Decision Cttee
Committee name fr
Cté de décision interne - PPR
Area of application code
1207
Area of application group en
Advancement of knowledge
Area of application group fr
Avancement des connaissances
Area of application en
Information, computer and communication technologies
Area of application fr
Technologie de l'information, des ordinateurs et des réseaux de communications
Research subject code
2805
Research subject group en
Artificial intelligence
Research subject group fr
Intelligence artificielle
Research subject en
Learning and inference theories
Research subject fr
Théories de l'apprentissage et l'inférence
Partie
1
Nb partie
3
Application title
Coevolutionary automatic game content generation of physics and flighting style games
Keyword
NSERC
Application summary
Procedural content generation (PCG) represents an automatic process by which content for computer games is automatically created. As such, it has the potential to significantly reduce the cost of game development. Commercial products are available for automatically generating visual content. Moreover, there have been several results over the last five years in which significant advances have been made to PCG for describing the structural layout of material encountered in a game. Examples include the automatic generation of 'maze like worlds' as encountered in the adventure genre of computer games, and specific instances of content for platform style games - such as 'Super Mario Bros' - or physics puzzle style games such as 'Cut the Rope'. In this work, we develop PCG approaches for two gaming genres: 1) an Angry Birds style game in which the goal is to provide as diverse a range of content as possible, and 2) fighting games in which content is driven by the availability of good opponents that are able to resist the player's ability to predict their moves. Our insight for defining the PCG engine for the Angry Birds physics style game is to define solution trajectories and use this to identify constraints from which content is constructed. Variation in content will come from assuming a stochastic process for content generation, whereas the use of constraints helps guide variation operators to efficiently identify the most promising content. PCG for flighting games will make use of coevolutionary processes for automatically identifying a diverse range of strategies for flighting agent strategies. Parameterization constraints will be investigated to encourage the development of distinct fighting styles. Moreover, we are also interested in extending the pairwise model of combat typically assumed for fighting games so that several simultaneous multi-opponent modes of combat are available, thus extending the genre beyond pairwise play.
Dalhousie University - $73,320 Grant (2016-17) | Canada Spends