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Evolution of Artificial Terrains for Video Games Based on Accessibility

datacite.subject.fosCiências Naturais::Matemáticas
datacite.subject.fosCiências Naturais::Ciências da Computação e da Informação
datacite.subject.sdg08:Trabalho Digno e Crescimento Económico
datacite.subject.sdg09:Indústria, Inovação e Infraestruturas
datacite.subject.sdg10:Reduzir as Desigualdades
dc.contributor.authorFrade, Miguel
dc.contributor.authorVega, Francisco Fernandez de
dc.contributor.authorCotta, Carlos
dc.date.accessioned2025-12-18T10:34:50Z
dc.date.available2025-12-18T10:34:50Z
dc.date.issued2010
dc.descriptionEISBN - 9783642122392
dc.descriptionConference name - EvoCOMPLEX, EvoGAMES, EvoIASP, EvoINTELLIGENCE, EvoNUM, and EvoSTOC, EvoApplicatons 2010; Conference date - 7 April 2010 - 9 April 2010; Conference code - 80273
dc.descriptionFonte: http://www.lcc.uma.es/~ccottap/papers/frade10accessibility.pdf
dc.description.abstractDiverse 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.sponsorshipThe 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.citationFrade, 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.doi10.1007/978-3-642-12239-2_10
dc.identifier.eissn1611-3349
dc.identifier.isbn9783642122385
dc.identifier.isbn9783642122392
dc.identifier.issn0302-9743
dc.identifier.urihttp://hdl.handle.net/10400.8/15146
dc.language.isoeng
dc.peerreviewedyes
dc.publisherSpringer Nature
dc.relation.hasversionhttps://link.springer.com/chapter/10.1007/978-3-642-12239-2_10
dc.relation.ispartofLecture Notes in Computer Science
dc.relation.ispartofApplications of Evolutionary Computation
dc.rights.uriN/A
dc.subjectgenetic terrain programming
dc.subjectartificial terrains
dc.subjectvideo games
dc.titleEvolution of Artificial Terrains for Video Games Based on Accessibilityeng
dc.typeconference paper
dspace.entity.typePublication
oaire.citation.conferenceDate2010-04
oaire.citation.conferencePlaceIstanbul, Turkey
oaire.citation.endPage10
oaire.citation.startPage1
oaire.citation.titleLecture Notes in Computer Science
oaire.versionhttp://purl.org/coar/version/c_ab4af688f83e57aa
person.familyNameFrade
person.givenNameMiguel
person.identifier1234758
person.identifier.ciencia-idA512-9B28-1CEC
person.identifier.orcid0000-0002-4405-7696
person.identifier.scopus-author-id24468034000
relation.isAuthorOfPublication95a3fa7a-d37e-45e9-9acb-44c083582fea
relation.isAuthorOfPublication.latestForDiscovery95a3fa7a-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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