Evolution of Artificial Terrains for Video Games Based on Accessibility
Created by W.Langdon from
gp-bibliography.bib Revision:1.8051
- @InProceedings{Frade:2010:EvoGAMES,
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author = "Miguel Frade and Francisco {Fernandez de Vega} and
Carlos Cotta",
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title = "Evolution of Artificial Terrains for Video Games Based
on Accessibility",
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booktitle = "EvoGAMES",
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year = "2010",
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editor = "Cecilia {Di Chio} and Stefano Cagnoni and
Carlos Cotta and Marc Ebner and Aniko Ekart and
Anna I. Esparcia-Alcazar and Chi-Keong Goh and
Juan J. Merelo and Ferrante Neri and Mike Preuss and
Julian Togelius and Georgios N. Yannakakis",
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volume = "6024",
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series = "LNCS",
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pages = "90--99",
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address = "Istanbul",
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month = "7-9 " # apr,
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organisation = "EvoStar",
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publisher = "Springer",
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keywords = "genetic algorithms, genetic programming, genetic
terrain programming, artificial terrains, video games",
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isbn13 = "978-3-642-12238-5",
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DOI = "doi:10.1007/978-3-642-12239-2_10",
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abstract = "Diverse 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. The Genetic Terrain Program technique,
based on genetic programming, was used to automatically
evolve Terrain Programs (TPs - which are able to
generate terrains procedurally) for the desired
accessibility parameters. Results showed that the
accessibility parameters have negligible influence on
the evolutionary system and that the terminal set has a
major role on the terrain look. TPs produced this way
are already being used on Chapas video game.",
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notes = "EvoGAMES'2010 held in conjunction with EuroGP'2010
EvoCOP2010 EvoBIO2010",
- }
Genetic Programming entries for
Miguel Frade
Francisco Fernandez de Vega
Carlos Cotta
Citations