Automatic evolution of programs for procedural generation of terrains for video games
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- @Article{Frade:2012:SC,
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author = "Miguel Frade and Francisco {Fernandez de Vega} and
Carlos Cotta",
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title = "Automatic evolution of programs for procedural
generation of terrains for video games",
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journal = "Soft Computing",
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year = "2012",
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volume = "16",
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number = "11",
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pages = "1893--1914",
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month = nov,
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keywords = "genetic algorithms, genetic programming",
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ISSN = "1433-7479",
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URL = "https://doi.org/10.1007/s00500-012-0863-z",
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DOI = "doi:10.1007/s00500-012-0863-z",
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abstract = "Nowadays the video game industry is facing a big
challenge to keep costs under control as games become
bigger and more complex. Creation of game content, such
as character models, maps, levels, textures, sound
effects and so on, represent a big slice of total game
production cost. Hence, the video game industry is
increasingly turning to procedural content generation
to amplify the cost-effectiveness of the efforts of
video game designers. However, procedural methods for
automated content generation are difficult to create
and parametrize. In this work we study a genetic
programming-based procedural content technique to
generate procedural terrains that do not require
parametrization, thus, allowing to save time and help
reducing production costs. Generated procedural
terrains present aesthetic appeal; however, unlike most
techniques involving aesthetic, our approach does not
require a human to perform the evaluation. Instead, the
search is guided by the weighted sum of two
morphological metrics: terrain accessibility and
obstacle edge length. The combination of the two
metrics allowed us to find a wide range of fit terrains
that present more scattered obstacles in different
locations than our previous approach with a single
metric. Procedural terrains produced by this technique
are already in use in a real video game.",
- }
Genetic Programming entries for
Miguel Frade
Francisco Fernandez de Vega
Carlos Cotta
Citations