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Advisor(s)
Abstract(s)
Nowadays the video game industry is facing
a big challenge: 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
parametrize. In this work 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.
Description
Keywords
Terrains Procedural content generation Video games Aesthetic appeal
Pedagogical Context
Citation
Frade, M.; de Vega, F.F.; Cotta, C.Automatic evolution of programs for procedural generation of terrains for video games: Accessibility and edge length constraints, Soft Computing, 16, 11, 1893-19, 2012.
