Evolutionary Boss Improvement in Doom

Automating part of enemy balancing may save precious resources for developers, allowing them to focus on more creative tasks, while also enabling developers to create enemies that cater to specific kinds of players. In this paper, we adapt the "Evolutionary Boss Improvement" (EBI) method to the DOOM game, modifying the Cyberdemon enemy. This increases the method's generality by testing its effectiveness in another game genre. By implementing the EBI pipeline with appropriate adaptations to the encoding, decoding, crossover and mutation algorithms, we were able to improve the fitness of our enemies, which was evaluated by having a set percentage of remaining health after testing with bots. We asked anonymous volunteers to play the game against either the original Cyberdemon or our modified version (evolved using EBI) and to fill a survey about their experience, allowing us to assess their opinions about the boss fight. The version each player fought was randomly selected when starting the game, making it a double-blind experiment. The results indicate we created an individual with a similar feel to the original, maintaining player satisfaction, whilst also requiring less manpower from the developer.

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Publication Details

Journal
Proceedings of the Genetic and Evolutionary Computation Conference Companion
Published
2025-07-14
DOI
https://doi.org/10.1145/3712255.3726718
Primary Topic
Artificial Intelligence in Games
Type
article
Field-Weighted Citation Impact
0.00
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article

Evolutionary Boss Improvement in Doom

Cláudio Fabiano Motta Toledo, Leonardo Tórtoro Pereira, Pedro Regattieri Rocha
Proceedings of the Genetic and Evolutionary Computation Conference Companion
Artificial Intelligence in Games
article

Evolutionary Boss Improvement in Doom

Cláudio Fabiano Motta Toledo, Leonardo Tórtoro Pereira, Pedro Regattieri Rocha
article en

Abstract

Automating part of enemy balancing may save precious resources for developers, allowing them to focus on more creative tasks, while also enabling developers to create enemies that cater to specific kinds of players. In this paper, we adapt the "Evolutionary Boss Improvement" (EBI) method to the DOOM game, modifying the Cyberdemon enemy. This increases the method's generality by testing its effectiveness in another game genre. By implementing the EBI pipeline with appropriate adaptations to the encoding, decoding, crossover and mutation algorithms, we were able to improve the fitness of our enemies, which was evaluated by having a set percentage of remaining health after testing with bots. We asked anonymous volunteers to play the game against either the original Cyberdemon or our modified version (evolved using EBI) and to fill a survey about their experience, allowing us to assess their opinions about the boss fight. The version each player fought was randomly selected when starting the game, making it a double-blind experiment. The results indicate we created an individual with a similar feel to the original, maintaining player satisfaction, whilst also requiring less manpower from the developer.

Proceedings of the Genetic and Evolutionary Computation Conference Companion
Universidade de São Paulo (BR), Universidade Estadual Paulista (Unesp) (BR)
Openalex Percentile: Top 62%
Artificial Intelligence in Games
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Evolutionary Boss Improvement in Doom — Cláudio Fabiano Motta Toledo, Leonardo Tórtoro Pereira, et al. · Proceedings of the Genetic and Evolutionary Computation Conference Companion (2025) | TGRS Research Map | TGRS