Evolution of artificial terrains for video games based on accessibility

  • Authors:
  • Miguel Frade;Francisco Fernandez de Vega;Carlos Cotta

  • Affiliations:
  • Escola Superior de Tecnologia e Gestão, Instituto Politécnico de Leiria, Portugal;Centro Universitario de Mérida, Universidad de Extremadura, Spain;ETSI Informática, Campus de Teatinos, Universidad de Málaga, Spain

  • Venue:
  • EvoApplicatons'10 Proceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I
  • Year:
  • 2010

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Abstract

Diverse methods have been developed to generate terrains under constraints to control terrain features, but most of them use strict restrictions. However, there are situations were more flexible restrictions are sufficient, such as ensuring that terrains have enough accessible area, which is an important trait for video games. The Genetic Terrain Program technique, based on genetic programming, was used to automatically evolve Terrain Programs (TPs - which are able to generate terrains procedurally) for the desired accessibility parameters. Results showed that the accessibility parameters have negligible influence on the evolutionary system and that the terminal set has a major role on the terrain look. TPs produced this way are already being used on Chapas video game.