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Procedural Generation of First Person Shooter Maps using Map-Elites

A paper on arXiv explores using MAP-Elites, a quality diversity algorithm, to procedurally generate First-Person Shooter (FPS) maps. The authors introduce two novel map representations (Point-Line and Spatial-Layout) and define metrics for topological and emergent properties. Using MAP-Elites with Sliding Boundaries (MESB) to evolve maps, results show new representations yield higher diversity and quality than previous methods.

SourcearXiv AIAuthor: Simone de Donato, Pier Luca Lanzi, Daniele Loiacono

[2605.30570] Procedural Generation of First Person Shooter Maps using Map-Elites

[Submitted on 28 May 2026]

Title:Procedural Generation of First Person Shooter Maps using Map-Elites

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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 to identify the most suitable features to guide MAP-Elites illumination process. We apply MAP-Elites with Sliding Boundaries (MESB) to evolve populations of FPS maps. Our results show that the new representations can generate maps with higher diversity and quality than the representations previously used for evolving FPS maps.

Subjects:

Artificial Intelligence (cs.AI)

Cite as: arXiv:2605.30570 [cs.AI]

(or arXiv:2605.30570v1 [cs.AI] for this version)

https://doi.org/10.48550/arXiv.2605.30570

arXiv-issued DOI via DataCite (pending registration)

Submission history

From: Pier Luca Lanzi [view email] [v1] Thu, 28 May 2026 21:02:27 UTC (1,088 KB)

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