Evolving pixel shaders for the prototype video game subversion

Aus de_evolutionary_art_org
Wechseln zu: Navigation, Suche


Howlett, A., Colton, S., Browne, C.: Evolving pixel shaders for the prototype video game subversion. In: Proceedings of the AI and Games Symposium (AISB 2010) (2010)



Pixel shaders can be used to create a variety of visual effects in 3D environments, far more efficiently than if produced using the standard graphics pipeline. For such efficiency reasons, pixel shaders are commonly used in video game rendering, to add artistic or other visual effects. We investigate the automated creation of novel shader programs for rendering scenes in the Subversion virtual game world, with a view to providing the player with a visually richer and more diverse 3D environment. We show how shader programs based on the OpenGL shading language may be represented in a hierarchical tree form. This representation admits an evolutionary approach to shader creation, and we show how the application of genetic programming techniques can lead to the evolution of new and interesting shaders. We harness this for an approach where the user supplies details of a fitness function for the overall look of the city environment. We experimented with a number of different fitness function setups in order to produce some preliminary results about this approach. While generally successful in the creation of novel and visually interesting shading effects with little effort, we find some drawbacks to the approach and suggest methods for improvement.

Extended Abstract


 author = "Andrew Howlett and Simon Colton and Cameron Browne",
 title = "Evolving Pixel Shaders for the Prototype Video Game Subversion",
 booktitle = "The Thirty Sixth Annual Convention of the Society for the Study of Artificial Intelligence and Simulation of Behaviour (AISB'10)",
 year = "2010",
 address = "De Montfort University, Leicester, UK",
 month = "30th " # mar,
 note = "AI \& Games Symposium",
 keywords = "genetic algorithms, genetic programming, GPU, OpenGL, GLSL",
 URL = "http://www.doc.ic.ac.uk/~sgc/papers/howlett_aisb10.pdf http://de.evo-art.org/index.php?title=Evolving_pixel_shaders_for_the_prototype_video_game_subversion",
 size = "6 pages",

Used References

[1] A. Martin, A. Lim, S. Colton and C. Browne. Evolving 3D Buildings for the Prototype Video Game Subversion. In the Proceedings of the EvoGames workshop, 2010.

[2] W. Engel. Programming Vertex & Pixel Shaders, Charles River Media, 2004.

[3] R. Rost, B. Licea-Kane, D. Ginsburg, J. Kessenich, B. Lichtenbelt, H. Malan and M. Weiblen. OpenGL Shading Language, 3rd Edition, Addison Wesley, 2009.

[4] J. Koza. Genetic programming. On the programming of Computers by Means of Natural Selection, MIT Press, 1992.

[5] J. Foley, A. van Dam, S. Feiner and J. Hugues. Computer Graphics: Principles and Practice, 2nd Edition, Addision Wesley, 1990.

[6] Y. Rafiq, J. Mathews, and G. Bullock. Conceptual building designevolutionary approach. Journal of Computing in Civil Engineering, 17(3), 2003.

[7] E. Hastings, K. Guha, and K. Stanley. Evolving content in the galactic arms race video game. In Proceedings of the IEEE Symposium on Computational Intelligence and Games, 2009.

[8] N. Sorenson and P. Pasquire. The Evolution of Fun: Automatic Level Design for 2D Platformers. In Proceedings of the 1st International Conference on Computational Creativity, 2010.

[9] F. Musgrave. Genetic Textures. In D. Ebert et al. (Eds.), Texture & Modeling, A Procedural Approach, 1998.

[10] M. Ebner, M. Reinhardt and J. Albert. Evolution of Vertex and Pixel Shaders, M. Keijzer et al. (Eds.), In Proceedings of EuroGP, 2005.

[11] J. Loviscach and J. Meyer-Spradow. Genetic programming of vertex shaders. In Proceedings of EuroMedia, 2003.

[12] C. Lim, R. Baumgarten and S. Colton. Evolving Behaviour Trees for the Commercial Game DEFCON. In the Proceedings of the EvoGames workshop, 2010.

[13] S. Priesterjahn, O. Kramer, A. Weimer, and A. Goebels. Evolution of human-competitive agents in modern computer games. In Proceedings of the IEEE Congress on Evolutionary Computation, 2006.

[14] C. Bailey and M. Katchabaw. An emergent framework for realistic psychosocial behaviour in non player characters. In Proceedings of the 2008 Conference on Future Play: Research, Play, Share, 2008.

[15] Ponsen, M., & Spronck, P. (2004). Improving adaptive game AI with evolutionary learning. In Proceedings of Computer Games: Artificial Intelligence, Design and Education, 2004. [16] M. Ebner. An Adaptive On-Line Evolutionary Visua l System. In Proceedings of the Second IEEE International Conference on Self- Adaptive and Self-Organizing Systems Workshops, 2008.

[17] S. Harding and W. Banzhaf. Fast Genetic Programming on GPUs. In Proceedings of the EuroGP, 2007.

[18] K. Fok, T. Wong and M. Wong. Evolutionary Computing on Consumer Graphics Hardware. IEEE Intelligent Systems 22(2), 2007.


Full Text



internal file

Sonstige Links