Frade, MiguelVega, Francisco Fernandez deCotta, Carlos2025-12-182025-12-182010Frade, 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_10.978364212238597836421223920302-9743http://hdl.handle.net/10400.8/15146EISBN - 9783642122392Conference name - EvoCOMPLEX, EvoGAMES, EvoIASP, EvoINTELLIGENCE, EvoNUM, and EvoSTOC, EvoApplicatons 2010; Conference date - 7 April 2010 - 9 April 2010; Conference code - 80273Fonte: http://www.lcc.uma.es/~ccottap/papers/frade10accessibility.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.enggenetic terrain programmingartificial terrainsvideo gamesEvolution of Artificial Terrains for Video Games Based on Accessibilityconference paper10.1007/978-3-642-12239-2_101611-3349