DocumentCode
2823496
Title
A survey of procedural terrain generation techniques using evolutionary algorithms
Author
Raffe, William L. ; Zambetta, Fabio ; Li, Xiaodong
Author_Institution
Sch. of Comput. Sci. & Inf. Technol., RMIT Univ., Melbourne, VIC, Australia
fYear
2012
fDate
10-15 June 2012
Firstpage
1
Lastpage
8
Abstract
This paper provides a review of existing approaches to using evolutionary algorithms (EA) during procedural terrain generation (PTG) processes in video games. A reliable PTG algorithm would allow game maps to be created partially or completely autonomously, reducing the development cost of a game and providing players with more content. Specifically, the use of EA raises possibilities of more control over the terrain generation process, as well as the ability to tailor maps for individual users. In this paper we outline the prominent algorithms that use EA in terrain generation, describing their individual advantages and disadvantages. This is followed by a comparison of the core features of these approaches and an analysis of their appropriateness for generating game terrain. This survey concludes with open challenges for future research.
Keywords
computer games; evolutionary computation; terrain mapping; EA; PTG algorithm; evolutionary algorithms; game maps; game terrain generation; procedural terrain generation technique; terrain generation process; video games; Evolutionary computation; Fractals; Games; Genetics; Layout; Shape; Visualization;
fLanguage
English
Publisher
ieee
Conference_Titel
Evolutionary Computation (CEC), 2012 IEEE Congress on
Conference_Location
Brisbane, QLD
Print_ISBN
978-1-4673-1510-4
Electronic_ISBN
978-1-4673-1508-1
Type
conf
DOI
10.1109/CEC.2012.6256610
Filename
6256610
Link To Document