Modelling video games' landscapes by means of genetic terrain programming: a new approach for improving users' experience

  • Authors:
  • Miguel Frade;F. Fernandez De Vega;Carlos Cotta

  • Affiliations:
  • School of Technology and Management, Polytechnic Institute of Leiria, Portugal;Centro Universitario de Merida, Universidad de Extremadura, Spain;ETSI Informática, Universidad de Málaga, Spain

  • Venue:
  • Evo'08 Proceedings of the 2008 conference on Applications of evolutionary computing
  • Year:
  • 2008

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Abstract

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).