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Modelling Video Games’ Landscapes by Means of Genetic Terrain Programming - A New Approach for Improving Users’ Experience

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Book cover Applications of Evolutionary Computing (EvoWorkshops 2008)

Part of the book series: Lecture Notes in Computer Science ((LNTCS,volume 4974))

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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).

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Mario Giacobini Anthony Brabazon Stefano Cagnoni Gianni A. Di Caro Rolf Drechsler Anikó Ekárt Anna Isabel Esparcia-Alcázar Muddassar Farooq Andreas Fink Jon McCormack Michael O’Neill Juan Romero Franz Rothlauf Giovanni Squillero A. Şima Uyar Shengxiang Yang

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© 2008 Springer-Verlag Berlin Heidelberg

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Frade, M., de Vega, F.F., Cotta, C. (2008). Modelling Video Games’ Landscapes by Means of Genetic Terrain Programming - A New Approach for Improving Users’ Experience. In: Giacobini, M., et al. Applications of Evolutionary Computing. EvoWorkshops 2008. Lecture Notes in Computer Science, vol 4974. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-78761-7_52

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  • DOI: https://doi.org/10.1007/978-3-540-78761-7_52

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-78760-0

  • Online ISBN: 978-3-540-78761-7

  • eBook Packages: Computer ScienceComputer Science (R0)

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