DocumentCode :
2325720
Title :
Evolution of artificial terrains for video games based on obstacles edge length
Author :
Frade, Miguel ; De Vega, F. Fernandez ; Cotta, Carlos
Author_Institution :
Escola Super. de Tecnol. e Gestao, Inst. Politec. de Leiria, Leiria, Portugal
fYear :
2010
fDate :
18-23 July 2010
Firstpage :
1
Lastpage :
8
Abstract :
Several 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. Many terrains, generated with Genetic Terrain Program technique, based only on the desired accessibility parameters presented a single large non-accessible area. In an attempt to solve this problem a new fitness function, based on obstacles edge length, is presented on this paper. Results showed that the new metric suits our goal and also produces many terrains with novelty and aesthetic appeal. Terrains produced this way are already being used on Chapas video game.
Keywords :
computer games; genetic algorithms; solid modelling; artificial terrain evolution; fitness function; genetic terrain program technique; obstacles edge length; video games; Fractals; Games; Gray-scale; Image edge detection; Measurement; Noise; Solid modeling;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Evolutionary Computation (CEC), 2010 IEEE Congress on
Conference_Location :
Barcelona
Print_ISBN :
978-1-4244-6909-3
Type :
conf
DOI :
10.1109/CEC.2010.5586032
Filename :
5586032
Link To Document :
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