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

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Reference

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.

DOI

http://link.springer.com/10.1007/978-3-540-78761-7_52

Abstract

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

Bibtex

@incollection{
year={2008},
isbn={978-3-540-78760-0},
booktitle={Applications of Evolutionary Computing},
volume={4974},
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},
doi={10.1007/978-3-540-78761-7_52},
title={Modelling Video Games’ Landscapes by Means of Genetic Terrain Programming - A New Approach for Improving Users’ Experience},
url={http://dx.doi.org/10.1007/978-3-540-78761-7_52 http://de.evo-art.org/index.php?title=Modelling_video_games%27_landscapes_by_means_of_genetic_terrain_programming:_a_new_approach_for_improving_users%27_experience },
publisher={Springer Berlin Heidelberg},
keywords={terrain generation; video games; evolutionary art; genetic programming},
author={Frade, Miguel and de Vega, F.Fernandez and Cotta, Carlos},
pages={485-490},
language={English}
}

Used References

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Peitgen, H.O., Jürgens, H., Saupe, D.: Chaos and Fractals - New Frontiers of Science, 2nd edn. Springer, Heidelberg (2004)

Ong, T.J., Saunders, R., Keyser, J., Leggett, J.J.: Terrain generation using genetic algorithms. In: GECCO 2005: Proceedings of the 2005 conference on Genetic and evolutionary computation, pp. 1463–1470. ACM, New York (2005)

Sims, K.: Artificial evolution for computer graphics. In: SIGGRAPH 1991: Proceedings of the 18th annual conference on Computer graphics and interactive techniques, pp. 319–328. ACM, New York (1991)

Unemi, T.: SBART 2.4: an IEC tool for creating 2D images, movies, and collage. In: Proceedings of 2000 Genetic and Evolutionary Computational Conference, NV, USA, p. 153 (2000)

Machado, P., Cardoso, A.: NEvAr - the assessment of an evolutionary art tool. In: Wiggins, G. (ed.) Proceedings of the AISB’00 Symposium on Creative & Cultural Aspects and Applications of AI & Cognitive Science 2000, Birmingham, UK (2000)

Koza, J.R.: Genetic programming. on the programming of computers by means of natural selection. The MIT Press, Cambridge (1992)


Links

Full Text

http://www.lcc.uma.es/~ccottap/papers/frade08gtp.pdf

intern file

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