Automatic evolution of programs for procedural generation of terrains for video games

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@Article{Frade:2012:SC,
  author =       "Miguel Frade and Francisco {Fernandez de Vega} and 
                 Carlos Cotta",
  title =        "Automatic evolution of programs for procedural
                 generation of terrains for video games",
  journal =      "Soft Computing",
  year =         "2012",
  volume =       "16",
  number =       "11",
  pages =        "1893--1914",
  month =        nov,
  keywords =     "genetic algorithms, genetic programming",
  ISSN =         "1433-7479",
  URL =          "https://doi.org/10.1007/s00500-012-0863-z",
  DOI =          "doi:10.1007/s00500-012-0863-z",
  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