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 :
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