Procedural urban environments for FPS games

Jan Kruse, Ricardo Sosa, Andy M. Connor

Research output: Chapter in Book/Report/Conference proceedingConference PaperResearchpeer-review

1 Citation (Scopus)


This paper presents a novel approach to procedural generation of urban maps for First Person Shooter (FPS) games. A multi-agent evolutionary system is employed to place streets, buildings and other items inside the Unity3D game engine, resulting in playable video game levels. A computational agent is trained using machine learning techniques to capture the intent of the game designer as part of the multi-agent system, and to enable a semi-automated aesthetic selection for the underlying genetic algorithm.

Original languageEnglish
Title of host publicationInteractive Entertainment 2016, 2-5 February, Canberra, Australia
Subtitle of host publication[part of the] Australasian Computer Science Week (ACSW 2016) [proceedings]
Place of PublicationNew York, NY
PublisherAssociation for Computing Machinery (ACM)
Number of pages5
ISBN (Electronic)9781450340427
Publication statusPublished - 1 Feb 2016
Externally publishedYes
EventInteractive Entertainment 2016 - Canberra, Australia
Duration: 2 Feb 20165 Feb 2016


ConferenceInteractive Entertainment 2016
Abbreviated titleIE 2016
Internet address


  • Agents
  • Artificial intelligence
  • Computer games
  • First person shooter, urban environment
  • Genetic algorithm
  • Procedural environment
  • Unity

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