Search-based Procedural Content Generation: A Taxonomy and Survey
Created by W.Langdon from
gp-bibliography.bib Revision:1.8051
- @Article{Togelius:2011:TCIAIG,
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author = "Julian Togelius and Georgios N. Yannakakis and
Kenneth O. Stanley and Cameron Browne",
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title = "Search-based Procedural Content Generation: A Taxonomy
and Survey",
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journal = "IEEE Transactions on Computational Intelligence and AI
in Games",
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year = "2011",
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volume = "3",
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number = "3",
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pages = "172--186",
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month = sep,
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keywords = "genetic algorithms, genetic programming, Algorithm
design and analysis, Buildings, Encoding, Evolutionary
computation, Games, Optimisation, Weapons, computer
graphics, search problems, evolutionary algorithm,
metaheuristic search algorithm, search-based procedural
content generation, Computer graphics, design
automation",
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ISSN = "1943-068X",
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URL = "http://julian.togelius.com/Togelius2011Searchbased.pdf",
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DOI = "doi:10.1109/TCIAIG.2011.2148116",
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size = "15 pages",
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abstract = "The focus of this survey is on research in applying
evolutionary and other metaheuristic search algorithms
to automatically generating content for games, both
digital and nondigital (such as board games). The term
search-based procedural content generation is proposed
as the name for this emerging field, which at present
is growing quickly. A taxonomy for procedural content
generation is devised, centring on what kind of content
is generated, how the content is represented and how
the quality/fitness of the content is evaluated;
search-based procedural content generation in
particular is situated within this taxonomy. This
article also contains a survey of all published papers
known to the authors in which game content is generated
through search or optimisation, and ends with an
overview of important open research problems.",
- }
Genetic Programming entries for
Julian Togelius
Georgios N Yannakakis
Kenneth O Stanley
Cameron Browne
Citations