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Modelling video games' landscapes by means of genetic terrain programming: a new approach for improving users' experience

Published: 26 March 2008 Publication History

Abstract

Terrain generation algorithms can provide a realistic scenario for video game experience and can help keep users interested in playing by providing new landscapes each time they play. Nowadays there are a wide range of techniques for terrain generation, but all of them are focused on providing realistic terrains. This paper proposes a new technique, Genetic Terrain Programming, based on evolutionary design with GP to allow game designers to evolve terrains according to their aesthetic feelings or desired features. The developed application produces Terrains Programs that will always generate different terrains, but consistently with the same features (e.g. valleys, lakes).

References

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Olsen, J.: Realtime procedural terrain generation - realtime synthesis of eroded fractal terrain for use in computer games. In: Department of Mathematics And Computer Science (IMADA), University of Southern Denmark (2004).
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Peitgen, H.O., Jürgens, H., Saupe, D.: Chaos and Fractals - New Frontiers of Science, 2nd edn. Springer, Heidelberg (2004).
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Ong, T.J., Saunders, R., Keyser, J., Leggett, J.J.: Terrain generation using genetic algorithms. In: GECCO 2005: Proceedings of the 2005 conference on Genetic and evolutionary computation, pp. 1463-1470. ACM, New York (2005).
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Sims, K.: Artificial evolution for computer graphics. In: SIGGRAPH 1991: Proceedings of the 18th annual conference on Computer graphics and interactive techniques, pp. 319-328. ACM, New York (1991).
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Unemi, T.: SBART 2.4: an IEC tool for creating 2D images, movies, and collage. In: Proceedings of 2000 Genetic and Evolutionary Computational Conference, NV, USA, p. 153 (2000).
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Machado, P., Cardoso, A.: NEvAr - the assessment of an evolutionary art tool. In: Wiggins, G. (ed.) Proceedings of the AISB'00 Symposium on Creative & Cultural Aspects and Applications of AI & Cognitive Science 2000, Birmingham, UK (2000).
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Cited By

View all
  • (2013)A procedural balanced map generator with self-adaptive complexity for the real-time strategy game planet warsProceedings of the 16th European conference on Applications of Evolutionary Computation10.1007/978-3-642-37192-9_28(274-283)Online publication date: 3-Apr-2013
  • (2011)Interactive evolution for the procedural generation of tracks in a high-end racing gameProceedings of the 13th annual conference on Genetic and evolutionary computation10.1145/2001576.2001631(395-402)Online publication date: 12-Jul-2011
  • (2010)Evolution of artificial terrains for video games based on accessibilityProceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I10.1007/978-3-642-12239-2_10(90-99)Online publication date: 7-Apr-2010

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Information

Published In

cover image Guide Proceedings
Evo'08: Proceedings of the 2008 conference on Applications of evolutionary computing
March 2008
701 pages
ISBN:3540787607

Sponsors

  • Napier University
  • University of Naples Federico II
  • Italian National Research Council
  • Research Center in Pure and Applied Mathematics

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Springer-Verlag

Berlin, Heidelberg

Publication History

Published: 26 March 2008

Author Tags

  1. evolutionary art
  2. genetic programming
  3. terrain generation
  4. video games

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View all
  • (2013)A procedural balanced map generator with self-adaptive complexity for the real-time strategy game planet warsProceedings of the 16th European conference on Applications of Evolutionary Computation10.1007/978-3-642-37192-9_28(274-283)Online publication date: 3-Apr-2013
  • (2011)Interactive evolution for the procedural generation of tracks in a high-end racing gameProceedings of the 13th annual conference on Genetic and evolutionary computation10.1145/2001576.2001631(395-402)Online publication date: 12-Jul-2011
  • (2010)Evolution of artificial terrains for video games based on accessibilityProceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I10.1007/978-3-642-12239-2_10(90-99)Online publication date: 7-Apr-2010

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