Evolution of artificial terrains for video games based on obstacles edge length
Miguel Frade and F. Fernandez de Vega and Carlos Cotta: Evolution of artificial terrains for video games based on obstacles edge length. In: IEEE Congress on Evolutionary Computation (CEC 2010), IEEE Press, 18-23 July 2010.
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.
D. Ebert, K. Musgrave, D. Peachey, K. Perlin, and S. Worley, Texturing and Modeling: A Procedural Approach, 3rd ed., C. Palmer and M. Alan, Eds. Morgan Kaufmann, 2003.
B. Vemuri, C. Mandal, and S.-H. Lai, "A fast gibbs sampler for synthesizing constrained fractals," Visualization and Computer Graphics, IEEE Transactions on, vol. 3, no. 4, pp. 337-351, Oct-Dec 1997. http://dx.doi.org/10.1109/2945.646237
J. Pouderoux, J.-C. Gonzato, I. Tobor, and P. Guitton, "Adaptive hierarchical RBF interpolation for creating smooth digital elevation models," in GIS '04 - 12th annual ACM international workshop on Geographic information systems. New York, NY, USA: ACM, 2004, pp. 232-240.
J. Brosz, F. F. Samavati, and M. C. Sousa, "Terrain synthesis byexample," in First International Conference on Computer Graphics Theory and Applications, 2006.
M. Chiang, J. Huang, W. Tai, C. Liu, and C. Chang, "Terrain synthesis: An interactive approach," in International Workshop on Advanced Image Tech, 2005. http://dx.doi.org/10.1109/92.486083
H. Zhou and J. Sun, "Terrain synthesis from digital elevation models," IEEE Transactions on Visualization and Computer Graphics, vol. 13, no. 4, pp. 834-848, 2007, member-Turk, Greg and Member-Rehg, James M. http://dx.doi.org/10.1109/TVCG.2007.1027
S. Stachniak and W. Stuerzlinger, "An algorithm for automated fractal terrain deformation," Computer Graphics and Artificial Intelligence, vol. 1, pp. 64-76, 2005.
F. Belhadj, "Terrain modeling: a constrained fractal model," in 5th International conference on CG, virtual reality, visualisation and interaction in Africa. Grahamstown, South Africa: ACM, 2007, pp. 197-204.
M. Frade, F. F. de Vega, and C. Cotta, "Modelling video games' landscapes by means of genetic terrain programming - a new approach for improving users' experience," in Applications of Evolutionary Computing, ser. LNCS, M. Giacobini et al., Eds., vol. 4974. Napoli, Italy: Springer, 2008, pp. 485-490.
-, "Breeding terrains with genetic terrain programming - the evolution of terrain generators," International Journal for Computer Games Technology, vol. 2009, no. Article ID 125714, p. 13, 2009. http://dx.doi.org/10.1155/2009/125714
H. Takagi, "Interactive evolutionary computation: Fusion of the capabilities of ec optimization and human evaluation," in Proceedings of the IEEE, vol. 89, no. 9, pp. 1275-1296, 2001. http://dx.doi.org/10.1109/5.949485
P. Bentley, Evolutionary Design by Computers, P. J. Bentley, Ed. CA, USA: Morgan Kaufmann Publishers, Inc., 1999.
J. Olsen, "Realtime procedural terrain generation - realtime synthesis of eroded fractal terrain for use in computer games," Department of Mathematics And Computer Science (IMADA), University of Southern Denmark, 2004.
M. Frade, F. F. de Vega, and C. Cotta, "Evolution of artificial terrains for video games based on accessibility," in Applications of Evolutionary Computing, ser. LNCS, C. D. Chio et al., Eds., vol. 6024. Istambul, Turkey: Springer, Apr 2010, pp. 90-99, (in press). http://dx.doi.org/10.1007/978-3-642-12239-2_10
Grupo de Evolucin Artificial of Universidad de Extremadura and Glow, "Chapas, open source video game," Website, (accessed on Feb. 2010), https://forja.unex.es/projects/chapas.
J. R. Koza, "Genetic programming. on the programming of computers by means of natural selection," Cambridge MA: The MIT Press., 1992.
B. Horn, "Hill shading and the reflectance map," Proceedings of the IEEE, vol. 69, no. 1, pp. 14-47, 1981. http://dx.doi.org/10.1109/PROC.1981.11918
R. C. Gonzalez and R. E. Woods, Digital Image Processing, 2nd ed. Prentice Hall, 2002.