Proceedings of the 28th annual conference on Computer graphics and interactive techniques
GECCO '02 Proceedings of the Genetic and Evolutionary Computation Conference
Procedural modeling of buildings
ACM SIGGRAPH 2006 Papers
Teaching Evolutionary Design Systems by Extending "Context Free"
EvoWorkshops '09 Proceedings of the EvoWorkshops 2009 on Applications of Evolutionary Computing: EvoCOMNET, EvoENVIRONMENT, EvoFIN, EvoGAMES, EvoHOT, EvoIASP, EvoINTERACTION, EvoMUSART, EvoNUM, EvoSTOC, EvoTRANSLOG
Evolving content in the galactic arms race video game
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Ludic considerations of tablet-based evo-art
EvoApplications'11 Proceedings of the 2011 international conference on Applications of evolutionary computation - Volume Part II
Proceedings of the 9th conference on Computing Frontiers
In Search of Patterns: Disrupting RPG Classes through Procedural Content Generation
Proceedings of the The third workshop on Procedural Content Generation in Games
Hi-index | 0.00 |
We investigate user-guided evolution for the development of virtual 3D building structures for the prototype (commercial) game Subversion, which is being developed by Introversion Software Ltd. Buildings are described in a custom plain-text markup language that can be parsed by Subversion’s procedural generation engine, which renders the 3D models on-screen. The building descriptions are amenable to random generation, crossover and mutation, which enabled us to implement and test a user-driven evolutionary approach to building generation. We performed some fundamental experimentation with ten participants to determine how visually similar child buildings are to their parents, when generated in differing ways. We hope to demonstrate the potential of user-guided evolution for content generation in games in general, as such tools require very little training, time or effort to be employed effectively.