%0 Conference Proceedings %T Rogue-Like Games as a Playground for Artificial Intelligence – Evolutionary Approach %+ Univerzita Karlova [Praha, Česká republika] = Charles University [Prague, Czech Republic] (UK) %A Cerny, Vojtech %A Dechterenko, Filip %Z Part 1: Full papers %< avec comité de lecture %( Lecture Notes in Computer Science %B 14th International Conference on Entertainment Computing (ICEC) %C Trondheim, Norway %Y Konstantinos Chorianopoulos %Y Monica Divitini %Y Jannicke Baalsrud Hauge %Y Letizia Jaccheri %Y Rainer Malaka %I Springer International Publishing %3 Entertainment Computing - ICEC 2015 %V LNCS-9353 %P 261-271 %8 2015-09-29 %D 2015 %R 10.1007/978-3-319-24589-8_20 %K artificial intelligence %K computer games %K evolutionary algorithms %K rogue-like %Z Computer Science [cs]Conference papers %X Rogue-likes are difficult computer RPG games set in a procedurally generated environment. Attempts have been made at playing these algorithmically, but few of them succeeded. In this paper, we present a platform for developing artificial intelligence (AI) and creating procedural content generators (PCGs) for a rogue-like game Desktop Dungeons. As an example, we employ evolutionary algorithms to recombine greedy strategies for the game. The resulting AI plays the game better than a hand-designed greedy strategy and similarly well to a mediocre player – winning the game 72% of the time. The platform may be used for additional research leading to improving rogue-like games and general PCGs. %G English %Z TC 14 %2 https://inria.hal.science/hal-01758437/document %2 https://inria.hal.science/hal-01758437/file/371182_1_En_20_Chapter.pdf %L hal-01758437 %U https://inria.hal.science/hal-01758437 %~ IFIP-LNCS %~ IFIP %~ IFIP-ICEC %~ IFIP-TC14 %~ IFIP-LNCS-9353