• 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