An Evolutionary Algorithm for Integer Programming
PPSN III Proceedings of the International Conference on Evolutionary Computation. The Third Conference on Parallel Problem Solving from Nature: Parallel Problem Solving from Nature
Evo'08 Proceedings of the 2008 conference on Applications of evolutionary computing
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
Learning to win: case-based plan selection in a real-time strategy game
ICCBR'05 Proceedings of the 6th international conference on Case-Based Reasoning Research and Development
Proceedings of the 9th conference on Computing Frontiers
EvoApplications'12 Proceedings of the 2012t European conference on Applications of Evolutionary Computation
Hi-index | 0.00 |
Procedural content generation (PCG) is the programmatic generation of game content using a random or pseudo-random process that results in an unpredictable range of possible gameplay spaces. This methodology brings many advantages to game developers, such as reduced memory consumption. This works presents a procedural balanced map generator for a real-time strategy game: Planet Wars. This generator uses an evolutionary strategy for generating and evolving maps and a tournament system for evaluating the quality of these maps in terms of their balance. We have run several experiments obtaining a set of playable and balanced maps.