What is it about?

An implementation of a method that aims to automate part of Boss Development, tested in 1993 First Person Shooter DOOM. Originally implemented using Kromaia, a 2014 Shoot 'Em Up, the Evolutionary Boss Improvement algorithm helps improve game balance while reducing developer manpower. This paper aims to make the method more accessible by having the DOOM adaptation serve as a bridge between Kromaia and future implementations.

Featured Image

Why is it important?

Our findings are that Evolutionary Boss Improvement can be used in DOOM to produce satisfactory adaptations of the original bosses, and could be further modified to serve a developer's purposes.

Perspectives

I hope that this article can serve as a stepping stone to others that wish to work with Evolutionary Boss Improvement, as it has served to further my own research on the subject of boss development.

Pedro Rocha
Universidade de Sao Paulo Campus de Sao Carlos

Read the Original

This page is a summary of: Evolutionary Boss Improvement in Doom, July 2025, ACM (Association for Computing Machinery),
DOI: 10.1145/3712255.3726718.
You can read the full text:

Read

Resources

Contributors

The following have contributed to this page