DocumentCode
3546929
Title
Landscape automata for search based procedural content generation
Author
Ashlock, Daniel ; McGuinness, Cameron
Author_Institution
Dept. of Math. & Stat., Univ. of Guelph, Guelph, ON, Canada
fYear
2013
fDate
11-13 Aug. 2013
Firstpage
1
Lastpage
8
Abstract
This study introduces a new representation landscape automata for encoding heightmaps that may be used for terrain generation or other procedural content generation. Landscape automata are evolvable state-conditioned quadtrees with embedded decay parameters. Landscape automata are used to both match idealized landforms and to generate a heightmap with controllable connectivity for agents using the height map as terrain. Parameter studies on both mutation rate and number of states in the automata are performed. Mutation rate is found to have a modest impact on performance while the number of states used both has a large impact on fitness and a different type of impact for each of two types of fitness functions. Landscape automata are demonstrated to be well able to match idealized landforms, providing a palette of varied approximations with a variety of secondary features. They are also able to generate heightmaps that, viewed as terrain, form challenging mazes.
Keywords
automata theory; dynamic programming; quadtrees; search problems; terrain mapping; automata state number; controllable agent connectivity; embedded decay parameters; evolvable state-conditioned quadtrees; fitness functions; height map encoding; landscape automata; mutation rate; search-based procedural content generation; terrain generation; Approximation methods; Automata; Dynamic programming; Evolutionary computation; Games; Linear programming; Sociology;
fLanguage
English
Publisher
ieee
Conference_Titel
Computational Intelligence in Games (CIG), 2013 IEEE Conference on
Conference_Location
Niagara Falls, ON
ISSN
2325-4270
Print_ISBN
978-1-4673-5308-3
Type
conf
DOI
10.1109/CIG.2013.6633619
Filename
6633619
Link To Document