Evolving artificial terrains with automated genetic terrain programing

Detalhes bibliográficos
Autor(a) principal: Frade, Miguel Monteiro de Sousa
Data de Publicação: 2012
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.8/680
Resumo: Tese de Doutoramento apresentada à Universidad de Extremadura.
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spelling Evolving artificial terrains with automated genetic terrain programingEvolucionando terrenos artificiales con programación genética automatizada de terrenosArtificial terrainsVideo gamesGenetic programingTese de Doutoramento apresentada à Universidad de Extremadura.Nowadays video game industry is facing a big challenge: keep costs under control as games become bigger and more complex. Creation of game content, such as character models, maps, levels, textures, sound effects and so on, represent a big slice of total game production cost. Hence, video game industry is increasingly turning to procedural content generation to amplify the cost-effectiveness of the efforts of video game designers. However, creating and fine tunning procedural methods for automated content generation is a time consuming task. In this thesis we detail a Genetic Programming based procedural content technique to generate procedural terrains. Those terrains present aesthetic appeal and do not require any parametrization to control its look. Thus, allowing to save time and help reducing production costs. To accomplish these features we devised the Genetic Terrain Programming (GTP) technique. The first implementation of GTP used an Interactive Evolutionary Computation (IEC) approach, were a user guides the evolutionary process. In spite of the good results achieved this way, this approach was limited by user fatigue (a common trait of IEC systems). To address this issue a second version of GTP was developed where the search is automated, being guided by a direct fitness function. That function is composed by the weighted sum of two morphological metrics: terrain accessibility and obstacle edge length. The combination of the two metrics allowed us remove the human factor form the evolutionary process and to find a wide range of aesthetic and fit terrains. Procedural terrains produced by this technique are already in use in a real video game.IC-OnlineFrade, Miguel Monteiro de Sousa2012-11-26T14:16:47Z2012-11-232012-11-23T00:00:00Zdoctoral thesisinfo:eu-repo/semantics/publishedVersionapplication/pdfhttp://hdl.handle.net/10400.8/680enginfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-09-26T18:09:01Zoai:iconline.ipleiria.pt:10400.8/680Portal AgregadorONGhttps://www.rcaap.pt/oai/openairemluisa.alvim@gmail.comopendoar:71602024-09-26T18:09:01Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Evolving artificial terrains with automated genetic terrain programing
Evolucionando terrenos artificiales con programación genética automatizada de terrenos
title Evolving artificial terrains with automated genetic terrain programing
spellingShingle Evolving artificial terrains with automated genetic terrain programing
Frade, Miguel Monteiro de Sousa
Artificial terrains
Video games
Genetic programing
title_short Evolving artificial terrains with automated genetic terrain programing
title_full Evolving artificial terrains with automated genetic terrain programing
title_fullStr Evolving artificial terrains with automated genetic terrain programing
title_full_unstemmed Evolving artificial terrains with automated genetic terrain programing
title_sort Evolving artificial terrains with automated genetic terrain programing
author Frade, Miguel Monteiro de Sousa
author_facet Frade, Miguel Monteiro de Sousa
author_role author
dc.contributor.none.fl_str_mv IC-Online
dc.contributor.author.fl_str_mv Frade, Miguel Monteiro de Sousa
dc.subject.por.fl_str_mv Artificial terrains
Video games
Genetic programing
topic Artificial terrains
Video games
Genetic programing
description Tese de Doutoramento apresentada à Universidad de Extremadura.
publishDate 2012
dc.date.none.fl_str_mv 2012-11-26T14:16:47Z
2012-11-23
2012-11-23T00:00:00Z
dc.type.driver.fl_str_mv doctoral thesis
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://hdl.handle.net/10400.8/680
url http://hdl.handle.net/10400.8/680
dc.language.iso.fl_str_mv eng
language eng
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.source.none.fl_str_mv reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron:RCAAP
instname_str Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
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institution RCAAP
reponame_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
collection Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
repository.name.fl_str_mv Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
repository.mail.fl_str_mv mluisa.alvim@gmail.com
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