Towards automated artificial evolution for computer-generated images
Musical networks
Computer rendering of stochastic models
Communications of the ACM
Back-Propagation: Theory, Architecture, and Applications
Back-Propagation: Theory, Architecture, and Applications
Evolving neural networks through augmenting topologies
Evolutionary Computation
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
Technical Section: On the development of evolutionary artificial artists
Computers and Graphics
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Abandoning objectives: Evolution through the search for novelty alone
Evolutionary Computation
SpeedRock: procedural rocks through grammars and evolution
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
Interactively evolving harmonies through functional scaffolding
Proceedings of the 13th annual conference on Genetic and evolutionary computation
Example-based realistic terrain generation
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
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This paper presents a first step towards a computer-aided design tool for the creation of game maps. The tool, named Sentient World, allows the designer to draw a rough terrain sketch, adding extra levels of detail through stochastic and gradient search. Novelty search generates a number of dissimilar artificial neural networks that are trained to approximate a designer's sketch and provide maps of higher resolution back to the designer. As the procedurally generated maps are presented to the designer (to accept, reject, or edit) the terrain sketches are iteratively refined into complete high resolution maps which may diverge from initial designer concepts. Results obtained on a number of test maps show that novelty search is beneficial for introducing divergent content to the designer without reducing the speed of iterative map refinement.