Programming pearls: algorithm design techniques
Communications of the ACM
Cellular automata for real-time generation of infinite cave levels
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Towards procedural strategy game generation: evolving complementary unit types
EvoApplications'11 Proceedings of the 2011 international conference on Applications of evolutionary computation - Volume Part I
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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We describe a search-based map generator for the classic real-time strategy game Dune 2. The generator is capable of creating playable maps in seconds, which can be used with a partial recreation of Dune 2 that has been implemented using the Strategy Game Description Language. Map genotypes are represented as low-resolution matrices, which are then converted to higher-resolution maps through a stochastic process involving cellular automata. Map phenotypes are evaluated using a set of heuristics based on the gameplay requirements of Dune 2.