Evolving Dungeon Crawler Levels With Relative Placement
Created by W.Langdon from
gp-bibliography.bib Revision:1.8051
- @InProceedings{Valtchanov:2012:C3S2E,
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author = "Valtchan Valtchanov and Joseph Alexander Brown",
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title = "Evolving Dungeon Crawler Levels With Relative
Placement",
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booktitle = "C3S2E'12 Fifth International C* Conference on Computer
Science \& Software Engineering",
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year = "2012",
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editor = "B. C. Desai and S. Mudur and E. Vassev",
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pages = "27--35",
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address = "Montreal",
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month = "27-29 " # jun,
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publisher = "ACM",
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keywords = "genetic algorithms, genetic programming, games,
Performance, procedural content generation,
evolutionary computation, level generation",
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isbn13 = "978-1-4503-1084-0/12/06",
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URL = "http://www.uoguelph.ca/~jbrown16/Vvaltchanov_c3s2e12.pdf",
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DOI = "doi:10.1145/2347583.2347587",
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size = "9 pages",
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abstract = "Procedural Content Generation (PCG) is the process of
automating the construction of media types for use in
game development, the movie industry, and other
creative fields. By approaching the process of media
creation as a search for content which is evaluated to
express desirable features in a well-defined manner, we
are able to apply evolutionary techniques such as
genetic programming. This can greatly decrease the
effort required to bring a project to completion by
allowing artists and developers to focus on guiding the
creation process. The specific generation process
addressed is that of map creation for dungeon crawler
video games. The search method proposed allows artists
and developers to guide the generation process by
specifying a set of tiles that define the composition
of each map, and a fitness function that defines its
structure.",
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notes = "broken Aug 2022
http://confsys.encs.concordia.ca/c3s2e/c3s2e-12/c3s2e12.php",
- }
Genetic Programming entries for
Valtchan Valtchanov
Joseph Alexander Brown
Citations