Publication
Evolution of Artificial Terrains for Video Games Based on Accessibility
| datacite.subject.fos | Ciências Naturais::Matemáticas | |
| datacite.subject.fos | Ciências Naturais::Ciências da Computação e da Informação | |
| datacite.subject.sdg | 08:Trabalho Digno e Crescimento Económico | |
| datacite.subject.sdg | 09:Indústria, Inovação e Infraestruturas | |
| datacite.subject.sdg | 10:Reduzir as Desigualdades | |
| dc.contributor.author | Frade, Miguel | |
| dc.contributor.author | Vega, Francisco Fernandez de | |
| dc.contributor.author | Cotta, Carlos | |
| dc.date.accessioned | 2025-12-18T10:34:50Z | |
| dc.date.available | 2025-12-18T10:34:50Z | |
| dc.date.issued | 2010 | |
| dc.description | EISBN - 9783642122392 | |
| dc.description | Conference name - EvoCOMPLEX, EvoGAMES, EvoIASP, EvoINTELLIGENCE, EvoNUM, and EvoSTOC, EvoApplicatons 2010; Conference date - 7 April 2010 - 9 April 2010; Conference code - 80273 | |
| dc.description | Fonte: http://www.lcc.uma.es/~ccottap/papers/frade10accessibility.pdf | |
| dc.description.abstract | 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. | eng |
| dc.description.sponsorship | The second author is supported by National Nohnes project TIN2007-68083-C02-01 of Spanish MS. The third author is supported by project TIN2008-05941 of Spanish MICINN. Thanks are due to the reviewers for their detailed and constructive comments. | |
| dc.identifier.citation | 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. | |
| dc.identifier.doi | 10.1007/978-3-642-12239-2_10 | |
| dc.identifier.eissn | 1611-3349 | |
| dc.identifier.isbn | 9783642122385 | |
| dc.identifier.isbn | 9783642122392 | |
| dc.identifier.issn | 0302-9743 | |
| dc.identifier.uri | http://hdl.handle.net/10400.8/15146 | |
| dc.language.iso | eng | |
| dc.peerreviewed | yes | |
| dc.publisher | Springer Nature | |
| dc.relation.hasversion | https://link.springer.com/chapter/10.1007/978-3-642-12239-2_10 | |
| dc.relation.ispartof | Lecture Notes in Computer Science | |
| dc.relation.ispartof | Applications of Evolutionary Computation | |
| dc.rights.uri | N/A | |
| dc.subject | genetic terrain programming | |
| dc.subject | artificial terrains | |
| dc.subject | video games | |
| dc.title | Evolution of Artificial Terrains for Video Games Based on Accessibility | eng |
| dc.type | conference paper | |
| dspace.entity.type | Publication | |
| oaire.citation.conferenceDate | 2010-04 | |
| oaire.citation.conferencePlace | Istanbul, Turkey | |
| oaire.citation.endPage | 10 | |
| oaire.citation.startPage | 1 | |
| oaire.citation.title | Lecture Notes in Computer Science | |
| oaire.version | http://purl.org/coar/version/c_ab4af688f83e57aa | |
| person.familyName | Frade | |
| person.givenName | Miguel | |
| person.identifier | 1234758 | |
| person.identifier.ciencia-id | A512-9B28-1CEC | |
| person.identifier.orcid | 0000-0002-4405-7696 | |
| person.identifier.scopus-author-id | 24468034000 | |
| relation.isAuthorOfPublication | 95a3fa7a-d37e-45e9-9acb-44c083582fea | |
| relation.isAuthorOfPublication.latestForDiscovery | 95a3fa7a-d37e-45e9-9acb-44c083582fea |
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- 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.
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