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Evolving artificial terrains with automated genetic terrain programing

dc.contributor.authorFrade, Miguel Monteiro de Sousa
dc.date.accessioned2012-11-26T14:16:47Z
dc.date.available2012-11-26T14:16:47Z
dc.date.issued2012-11-23
dc.descriptionTese de Doutoramento apresentada à Universidad de Extremadura.por
dc.description.abstractNowadays 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, video game industry is increasingly turning to procedural content generation to amplify the cost-effectiveness of the efforts of video game designers. However, creating and fine tunning procedural methods for automated content generation is a time consuming task. In this thesis we detail a Genetic Programming based procedural content technique to generate procedural terrains. Those terrains present aesthetic appeal and do not require any parametrization to control its look. Thus, allowing to save time and help reducing production costs. To accomplish these features we devised the Genetic Terrain Programming (GTP) technique. The first implementation of GTP used an Interactive Evolutionary Computation (IEC) approach, were a user guides the evolutionary process. In spite of the good results achieved this way, this approach was limited by user fatigue (a common trait of IEC systems). To address this issue a second version of GTP was developed where the search is automated, being guided by a direct fitness function. That function is composed by the weighted sum of two morphological metrics: terrain accessibility and obstacle edge length. The combination of the two metrics allowed us remove the human factor form the evolutionary process and to find a wide range of aesthetic and fit terrains. Procedural terrains produced by this technique are already in use in a real video game.por
dc.identifier.urihttp://hdl.handle.net/10400.8/680
dc.language.isoengpor
dc.peerreviewedyespor
dc.subjectArtificial terrainspor
dc.subjectVideo gamespor
dc.subjectGenetic programingpor
dc.titleEvolving artificial terrains with automated genetic terrain programingpor
dc.title.alternativeEvolucionando terrenos artificiales con programación genética automatizada de terrenospor
dc.typedoctoral thesis
dspace.entity.typePublication
oaire.citation.conferencePlaceMérida, Espanhapor
person.familyNameFrade
person.givenNameMiguel
person.identifier1234758
person.identifier.ciencia-idA512-9B28-1CEC
person.identifier.orcid0000-0002-4405-7696
person.identifier.scopus-author-id24468034000
rcaap.rightsopenAccesspor
rcaap.typedoctoralThesispor
relation.isAuthorOfPublication95a3fa7a-d37e-45e9-9acb-44c083582fea
relation.isAuthorOfPublication.latestForDiscovery95a3fa7a-d37e-45e9-9acb-44c083582fea

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