A tower defense game in which a genetic algorithm factors in which type of enemy makes it the furthest and chooses those as the most likely parents of the next generation. The idea was to have the enemies scale themselves over time based on how the player chooses to play. This means that if the player decides to go all out into anti-air towers, the genetic algorithm would noticed that ground enemies make it further and would tend to filter flying enemies out entirely. There is still a lot of room left for this project to grow and a lot of features to be added but the basic functionality works for the most part.
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