Automatic evolution of programs for procedural generation of terrains for video games
Created by W.Langdon from
gp-bibliography.bib Revision:1.8620
- @Article{Frade:2012:SC,
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author = "Miguel Frade and Francisco {Fernandez de Vega} and
Carlos Cotta",
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title = "Automatic evolution of programs for procedural
generation of terrains for video games",
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journal = "Soft Computing",
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year = "2012",
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volume = "16",
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number = "11",
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pages = "1893--1914",
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month = nov,
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keywords = "genetic algorithms, genetic programming, Terrains,
procedural content generation, video games, aesthetic
appeal",
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ISSN = "1433-7479",
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URL = "
http://hdl.handle.net/10400.8/1045",
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URL = "
https://doi.org/10.1007/s00500-012-0863-z",
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DOI = "
10.1007/s00500-012-0863-z",
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size = "21 pages",
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abstract = "Nowadays the video game industry is facing a big
challenge to keep costs under control as games become
bigger and more complex. Creation of game content, such
as character models, maps, levels, textures, sound
effects and so on, represent a big slice of total game
production cost. Hence, the video game industry is
increasingly turning to procedural content generation
to amplify the cost-effectiveness of the efforts of
video game designers. However, procedural methods for
automated content generation are difficult to create
and parametrise. we study a genetic programming-based
procedural content technique to generate procedural
terrains that do not require parametrization, thus,
allowing to save time and help reducing production
costs. Generated procedural terrains present aesthetic
appeal; however, unlike most techniques involving
aesthetic, our approach does not require a human to
perform the evaluation. Instead, the search is guided
by the weighted sum of two morphological metrics:
terrain accessibility and obstacle edge length. The
combination of the two metrics allowed us to find a
wide range of fit terrains that present more scattered
obstacles in different locations than our previous
approach with a single metric. Procedural terrains
produced by this technique are already in use in a real
video game.",
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notes = "School of Technology and Management, Polytechnic
Institute of Leiria, Portugal",
- }
Genetic Programming entries for
Miguel Frade
Francisco Fernandez de Vega
Carlos Cotta
Citations