Erin J. Hastings and Kenneth O. Stanley (2010)
Interactive Genetic Engineering of Evolved Video Game Content
In: Proceedings of the Workshop on Procedural Content Generation in Games (PCG) at the 5th International Conference on the Foundations of Digital Games (FDG-2010). New York, NY: ACM (4 pages)
Procedural content generation techniques can increase replayability and lower the burden on developers by satisfying players’ demand for new content. However, procedural
content also creates an opportunity for new kinds of player-driven content customization by giving players access to the parameterized content space. This paper presents
such a technique that enables players to manually customize evolved content represented by artificial neural networks. In particular, particle system weapons evolved by the multiplayer space shooter called Galactic Arms Race (GAR) can be further “genetically engineered”by the players themselves in a new extension to the game called the Weapons Lab. Results are presented that demonstrate procedural weapons evolved by the game that are further customized by players in the Weapons Lab. The implication is that procedurallygenerated content of many types can also be customized by players, adding a further dimension to its potential appeal.