publication . Preprint . Conference object . Other literature type . 2014

A self-adaptive evolutionary approach to the evolution of aesthetic maps for a RTS game

Carlos Cotta; Antonio J. Fernández-Leiva; Raúl Lara-Cabrera;
Open Access English
  • Published: 01 Jul 2014
  • Country: Spain
Abstract
Procedural content generation (PCG) is a research eld on the rise,with numerous papers devoted to this topic. This paper presents a PCG method based on a self-adaptive evolution strategy for the automatic generation of maps for the real-time strategy (RTS) game PlanetWars. These maps are generated in order to ful ll the aesthetic preferences of the user, as implied by her assessment of a collection of maps used as training set. A topological approach is used for the characterization of the maps and their subsequent evaluation: the sphere-of-in uence graph (SIG) of each map is built, several graph-theoretic measures are computed on it, and a feature selection met...
Subjects
free text keywords: Inteligencia artificial, Procedural Content Generation, Game programming, Artificial Intelligence, Evolutionary programming
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