Authors:
Laura Calle
1
;
Juan-Julián Merelo-Guervós
2
;
Mario García-Valdez
3
and
Antonio Mora-García
2
Affiliations:
1
Universidad de Málaga and Spain
;
2
Universidad de Granada and Spain
;
3
Instituto Tecnológico de Tijuana and Mexico
Keyword(s):
Search-based Procedural Content Generator, Evolutionary Algorithm, Game Development, Angry Birds, Level Generation.
Related
Ontology
Subjects/Areas/Topics:
Artificial Intelligence
;
Computational Intelligence
;
Evolutionary Computing
;
Genetic Algorithms
;
Informatics in Control, Automation and Robotics
;
Intelligent Control Systems and Optimization
;
Soft Computing
Abstract:
In this work, we present an original method based on evolutionary algorithms for generating basic structures for the physics-based game Angry Birds, with the ultimate objective of creating Angry Birds levels with the minimum number of constraints. We set out to evolve free-form structures, and this means searching in a larger space. In this paper, we test how using a physics engine enables us to evaluate much more levels than a game engine simulation. In order to do this, we compare the results of experiments using both types of simulators and propose fitness functions accordingly. Results show the execution time drastically drops from 5 hours to less than 20 minutes on average.