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Evolution of Artificial Terrains for Video Games Based on Accessibility

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Evolution of artificial terrains for video games based on accessibility.pdfDiverse 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. The Genetic Terrain Program technique, based on genetic programming, was used to automatically evolve Terrain Programs (TPs - which are able to generate terrains procedurally) for the desired accessibility parameters. Results showed that the accessibility parameters have negligible influence on the evolutionary system and that the terminal set has a major role on the terrain look. TPs produced this way are already being used on Chapas video game.4.51 MBAdobe PDF Ver/Abrir

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Resumo(s)

Diverse 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. The Genetic Terrain Program technique, based on genetic programming, was used to automatically evolve Terrain Programs (TPs - which are able to generate terrains procedurally) for the desired accessibility parameters. Results showed that the accessibility parameters have negligible influence on the evolutionary system and that the terminal set has a major role on the terrain look. TPs produced this way are already being used on Chapas video game.

Descrição

EISBN - 9783642122392
Conference name - EvoCOMPLEX, EvoGAMES, EvoIASP, EvoINTELLIGENCE, EvoNUM, and EvoSTOC, EvoApplicatons 2010; Conference date - 7 April 2010 - 9 April 2010; Conference code - 80273
Fonte: http://www.lcc.uma.es/~ccottap/papers/frade10accessibility.pdf

Palavras-chave

genetic terrain programming artificial terrains video games

Contexto Educativo

Citação

Frade, M., de Vega, F.F., Cotta, C. (2010). Evolution of Artificial Terrains for Video Games Based on Accessibility . In: Di Chio, C., et al. Applications of Evolutionary Computation. EvoApplications 2010. Lecture Notes in Computer Science, vol 6024. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-12239-2_10.

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