Utilize este identificador para referenciar este registo: http://hdl.handle.net/10400.8/680
Título: Evolving artificial terrains with automated genetic terrain programing
Outros títulos: Evolucionando terrenos artificiales con programación genética automatizada de terrenos
Autor: Frade, Miguel
Palavras-chave: Artificial terrains
Video games
Genetic programing
Data de Defesa: 23-Nov-2012
Resumo: Nowadays 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.
Descrição: Tese de Doutoramento apresentada à Universidad de Extremadura.
Peer review: yes
URI: http://hdl.handle.net/10400.8/680
Aparece nas colecções:Teses de Doutoramento

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