DocumentCode
1290226
Title
Automatic Track Generation for High-End Racing Games Using Evolutionary Computation
Author
Loiacono, Daniele ; Cardamone, Luigi ; Lanzi, Pier Luca
Author_Institution
Dipt. di Elettron. e Inf., Politec. di Milano, Milan, Italy
Volume
3
Issue
3
fYear
2011
Firstpage
245
Lastpage
259
Abstract
In this paper, we investigate the application of evolutionary computation to the automatic generation of tracks for high-end racing games. The idea underlying our approach is that diversity is a major source of challenge/interest for racing tracks and, eventually, might play a key role in contributing to the player´s fun. In particular, we focus on the diversity of a track in terms of its shape (i.e., the number and the assortment of turns and straights it contains), and in terms of driving experience it provides (i.e., the range of speeds achievable while driving on the track). We define two fitness functions that capture our idea of diversity as the entropy of the track´s curvature and speed profiles. We apply both a single-objective and a multiobjective real-coded genetic algorithm (GA) to evolve tracks involving both a wide variety of turns and straights and also a large range of driving speeds. The results we report show that both single-objective and multiobjective approaches can successfully evolve tracks with a high degree of diversity both in terms of shape and achievable speeds.
Keywords
computer games; entertainment; genetic algorithms; automatic track generation; driving experience; driving speeds; evolutionary computation; genetic algorithm; high-end racing games; Encoding; Evolutionary computation; Games; Genetic algorithms; Humans; Shape; Target tracking; Entropy; TORCS; genetic algorithms; multiobjective evolution; procedural content generation; racing games; racing tracks;
fLanguage
English
Journal_Title
Computational Intelligence and AI in Games, IEEE Transactions on
Publisher
ieee
ISSN
1943-068X
Type
jour
DOI
10.1109/TCIAIG.2011.2163692
Filename
5975206
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