Biological Content Generation: Evolving Game Terrains Through Living Organisms

Aus de_evolutionary_art_org
Wechseln zu: Navigation, Suche


Wim van Eck, Maarten H. Lamers: Biological Content Generation: Evolving Game Terrains Through Living Organisms. In: EvoMUSART 2015, 224-235.



This study explores the concept of evolving game terrains through intermediation of living biological organisms and presents a proof of concept realization thereof. We explore how fungal and bacterial cultures can be used to generate an evolving game terrain in real-time. By visually capturing growing cultures inside a Petri-dish, heightmaps are generated that form the basis of naturally evolving terrains. Possible consequences and benefits of this approach are discussed, as are its effects on the visual appearance of simulated terrains. A novel and convenient method for visually capturing growing microorganisms is presented, with a technical description for translating captured footage to virtual terrains. This work is experimental in nature and is an initial venture into the novel domain of organically growing virtual terrains.

Extended Abstract


booktitle={Evolutionary and Biologically Inspired Music, Sound, Art and Design},
series={Lecture Notes in Computer Science},
editor={Johnson, Colin and Carballal, Adrian and Correia, João},
title={Biological Content Generation: Evolving Game Terrains Through Living Organisms},
url={ },
publisher={Springer International Publishing},
keywords={Bio-digital hybrid systems; Living organisms; Virtual terrain; Computer games; Procedural content generation; Fungi; Bacteria},
author={van Eck, Wim and Lamers, MaartenH.},

Used References

Hendrixk, M, Meijer, S, Velden, J, Iosup, A (2013) Procedural content generation for games: a survey. ACM Trans. Multimed. Comput. Commun. Appl. (TOMCCAP) 9: pp. 1:1-1:22

Lamers, MH, Eck, W Why Simulate? Hybrid Biological-Digital Games. In: Chio, C eds. (2012) Applications of Evolutionary Computation. Springer, Heidelberg, pp. 214-223

Perlin, K (1985) An image synthesizer. ACM siggraph Comput. Graph. 19: pp. 287-296

Weibel, D, Wissmath, B, Habegger, S, Steiner, Y, Groner, R (2008) Playing online games against computer- vs. human-controlled opponents: effects on presence, flow, and enjoyment. Comput. Hum. Behav. 24: pp. 2274-2291

Young, D.: Lumberjacked (2005).

Tan, RKC (2008) MetazoaLudens: mixed reality interactions and play for small pets and humans. Leonardo 41: pp. 308-309

Eck, W, Lamers, MH Animal controlled computer games: playing pac-man against real crickets. In: Harper, R, Rauterberg, M, Combetto, M eds. (2006) Entertainment Computing - ICEC 2006. Springer, Heidelberg, pp. 31-36

Riedel-Kruse, IH, Chung, AM, Dura, B, Hamilton, AL, Lee, BC (2011) Design, engineering and utility of biotic games. Lab Chip 11: pp. 14-22

Alfrink, K., van Peer, I., Lagerweij, H., Driessen, C., Bracke, M.: Playing with pigs (2012).

Vermeulen, A.: Biomodd (2007).

Eck, W, Lamers, MH (2013) Hybrid Biological-Digital Systems in Artistic and Entertainment Computing. Leonardo 46: pp. 151-158

Rinaldo, K.: Augmented fish reality (2004).

Hertz, G.: Cockroach controlled mobile robot (2004).

van Eck, W., Lamers, M.H.: Hybrid biological digital games blog.


Full Text

internal file

Sonstige Links