• 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