The synthesis and rendering of eroded fractal terrains
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Computer rendering of stochastic models
Communications of the ACM
Image quilting for texture synthesis and transfer
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Uniform Crossover in Genetic Algorithms
Proceedings of the 3rd International Conference on Genetic Algorithms
ACM SIGGRAPH 2003 Papers
Terrain generation using genetic algorithms
GECCO '05 Proceedings of the 7th annual conference on Genetic and evolutionary computation
Terrain Synthesis from Digital Elevation Models
IEEE Transactions on Visualization and Computer Graphics
Real-time evolution of neural networks in the NERO video game
AAAI'06 proceedings of the 21st national conference on Artificial intelligence - Volume 2
Modeling player experience in super mario bros
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Evolving content in the galactic arms race video game
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Towards multiobjective procedural map generation
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
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
Search-based procedural content generation
EvoApplicatons'10 Proceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I
LandSketch: a first person point-of-view example-based terrain modeling approach
Proceedings of the International Symposium on Sketch-Based Interfaces and Modeling
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Procedurally generating content for video games is gaining interest as an approach to mitigate rising development costs and meet users' expectations for a broader range of experiences. This paper explores the use of evolutionary algorithms to aid in the content generation process, especially the creation of three-dimensional terrain. We outline a prototype for the generation of in-game terrain by compiling smaller height-map patches that have been extracted from sample maps. Evolutionary algorithms are applied to this generation process by using crossover and mutation to evolve the layout of the patches. This paper demonstrates the benefits of an interactive two-level parent selection mechanism as well as how to seamlessly stitch patches of terrain together. This unique patch-based terrain model enhances control over the evolution process, allowing for terrain to be refined more intuitively to meet the user's expectations.