This document discusses using an evolutionary algorithm to procedurally generate maps of varying difficulty for a mobile game called Gravityvolve, which simulates the n-body problem in physics. An experiment was conducted with 30 players voting on the difficulty of 21 generated maps both with and without a help line. The results showed that maps were often voted as too easy, and the help line made maps seem easier than intended. The map generation algorithm needs improvement to better match the difficulties felt by players.
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