Evolution of artificial terrains for video games based on obstacles edge length

Created by W.Langdon from gp-bibliography.bib Revision:1.4420

  author =       "Miguel Frade and F. {Fernandez de Vega} and 
                 Carlos Cotta",
  title =        "Evolution of artificial terrains for video games based
                 on obstacles edge length",
  booktitle =    "IEEE Congress on Evolutionary Computation (CEC 2010)",
  year =         "2010",
  address =      "Barcelona, Spain",
  month =        "18-23 " # jul,
  publisher =    "IEEE Press",
  keywords =     "genetic algorithms, genetic programming",
  isbn13 =       "978-1-4244-6910-9",
  abstract =     "Several methods have been developed to generate
                 terrains under constraints to control terrain features,
                 but most of them use strict restrictions. However,
                 there are situations were more flexible restrictions
                 are sufficient, such as ensuring that terrains have
                 enough accessible area, which is an important trait for
                 video games. Many terrains, generated with Genetic
                 Terrain Program technique, based only on the desired
                 accessibility parameters presented a single large
                 non-accessible area. In an attempt to solve this
                 problem a new fitness function, based on obstacles edge
                 length, is presented on this paper. Results showed that
                 the new metric suits our goal and also produces many
                 terrains with novelty and aesthetic appeal. Terrains
                 produced this way are already being used on Chapas
                 video game.",
  DOI =          "doi:10.1109/CEC.2010.5586032",
  notes =        "WCCI 2010. Also known as \cite{5586032}",

Genetic Programming entries for Miguel Frade Francisco Fernandez de Vega Carlos Cotta