
arXiv:2605.30570v1 Announce Type: new Abstract: We investigate the application of MAP-Elites (a well-known quality diversity algorithm) to design levels for First-Person Shooter (FPS) games. We consider two well-known map representations (All-Black and Grid-Graph) and introduce two novel representations (Point-Line and Spatial-Layout) that improve the characterization of FPS maps. We define a series of metrics to describe maps' topological properties (which solely depend on maps' layout), and emergent properties (which must be evaluated through actual gameplay). We perform an in-depth analysis
The continuous advancements in AI, particularly in generative models and quality diversity algorithms like MAP-Elites, are enabling more sophisticated and autonomous content creation within digital environments.
This development could significantly reduce development costs and accelerate content creation cycles in the gaming industry, setting a precedent for procedural generation in other complex design tasks.
The ability to procedurally generate high-quality, diverse FPS maps using AI alters game development methodologies, moving towards more automated design processes.
- · Game developers (indie and AAA)
- · AI algorithm developers
- · Gaming platforms
- · Content creators
- · Traditional level designers reliant on manual processes
- · Game studios with slow AI adoption
Increased efficiency and variety in game level production, potentially lowering barriers to entry for game development and increasing user-generated content.
The application of similar AI techniques to other creative or design-intensive fields beyond gaming, such as architecture or industrial design.
A broader societal shift towards AI-assisted or fully AI-driven creative processes, redefining authorship and intellectual property in digital content.
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Read at arXiv cs.AI