Artificial evolution for computer graphics
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Genetic programming: on the programming of computers by means of natural selection
Genetic programming: on the programming of computers by means of natural selection
ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
Chaos and Fractals
Terrain generation using genetic algorithms
GECCO '05 Proceedings of the 7th annual conference on Genetic and evolutionary computation
Interactive evolution for the procedural generation of tracks in a high-end racing game
Proceedings of the 13th annual conference on Genetic and evolutionary computation
Evolution of artificial terrains for video games based on accessibility
EvoApplicatons'10 Proceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I
EvoApplications'13 Proceedings of the 16th European conference on Applications of Evolutionary Computation
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Terrain generation algorithms can provide a realistic scenario for video game experience and can help keep users interested in playing by providing new landscapes each time they play. Nowadays there are a wide range of techniques for terrain generation, but all of them are focused on providing realistic terrains. This paper proposes a new technique, Genetic Terrain Programming, based on evolutionary design with GP to allow game designers to evolve terrains according to their aesthetic feelings or desired features. The developed application produces Terrains Programs that will always generate different terrains, but consistently with the same features (e.g. valleys, lakes).