Evolving artificial terrains with automated genetic terrain programing
Autor(a) principal: | |
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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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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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7160 |
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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 |
instacron_str |
RCAAP |
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 |
_version_ |
1817547221688647680 |