Modelling video games' landscapes by means of genetic terrain programming: a new approach for improving users' experience

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Frade, Miguel; De Vega, Francisco Fernández; Cotta, Carlos: Modelling video games' landscapes by means of genetic terrain programming: a new approach for improving users' experience. In: EvoMUSART 2008, S. 485-490.



Terrain generation algorithms can provide a realistic scenario for video game experience and can help keep users interested in playing by providing new landscapes each time they play. Nowadays there are a wide range of techniques for terrain generation, but all of them are focused on providing realistic terrains. This paper proposes a new technique, Genetic Terrain Programming, based on evolutionary design with GP to allow game designers to evolve terrains according to their aesthetic feelings or desired features. The developed application produces Terrains Programs that will always generate different terrains, but consistently with the same features (e.g. valleys, lakes).

Extended Abstract


booktitle={Applications of Evolutionary Computing},
series={Lecture Notes in Computer Science},
editor={Giacobini, Mario and Brabazon, Anthony and Cagnoni, Stefano and Di Caro, GianniA. and Drechsler, Rolf and Ekárt, Anikó and Esparcia-Alcázar, AnnaIsabel and Farooq, Muddassar and Fink, Andreas and McCormack, Jon and O’Neill, Michael and Romero, Juan and Rothlauf, Franz and Squillero, Giovanni and Uyar, A.Şima and Yang, Shengxiang},
title={Modelling Video Games’ Landscapes by Means of Genetic Terrain Programming - A New Approach for Improving Users’ Experience},
url={ },
publisher={Springer Berlin Heidelberg},
keywords={terrain generation; video games; evolutionary art; genetic programming},
author={Frade, Miguel and de Vega, F.Fernandez and Cotta, Carlos},

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