Evolution of artificial terrains for video games based on obstacles edge length
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- @InProceedings{Frade:2010:cec,
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author = "Miguel Frade and F. {Fernandez de Vega} and
Carlos Cotta",
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title = "Evolution of artificial terrains for video games based
on obstacles edge length",
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booktitle = "IEEE Congress on Evolutionary Computation (CEC 2010)",
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year = "2010",
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address = "Barcelona, Spain",
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month = "18-23 " # jul,
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publisher = "IEEE Press",
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keywords = "genetic algorithms, genetic programming",
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isbn13 = "978-1-4244-6910-9",
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abstract = "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.",
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DOI = "doi:10.1109/CEC.2010.5586032",
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notes = "WCCI 2010. Also known as \cite{5586032}",
- }
Genetic Programming entries for
Miguel Frade
Francisco Fernandez de Vega
Carlos Cotta
Citations