We present a framework for the procedural generation of tracks for a high-end car racing game (TORCS) using inter-active evolution. The framework maintains multiple pop-ulations and allow users to work both on their own pop-ulation (in single-user mode) or to collaborate with other users on a shared population. Our architecture comprises a web frontend and an evolutionary backend. The former manages the interaction with users (e.g., logs registered and anonymous users, collects evaluations, provides access to all the evolved populations) and maintains the database server that stores all the present/past populations. The latter runs all the tasks related to evolution (selection, recombination and mutation) and all the tasks related to the ta...
Abstract-Computational gaming requires the automatic generation of virtual opponents for different g...
This work presents a driving system designed for virtual racing situations. It is based on a complet...
In this paper, we applied online neuroevolution to evolve nonplayer characters for The Open Racing C...
Towards automatic personalised content creation for racing games Abstract — Evolutionary algorithms ...
This paper addresses the problem of automatically constructing tracks tailor-made to maximize the en...
Conference paperThis paper discusses the use of a Genetic Algorithm (GA) to evolve waypoint-based ra...
This thesis explores how interactive evolution is perceived as a game mechanic in a simulation based...
In this paper, we investigate the application of evolutionary computation to the automatic generati...
In this paper, we present evolutionary racer (EVOR) that is a simulated car dynamically controlled b...
Modern computer games are at the same time an attractive application domain and an interesting testb...
Finding a racing line that allows to achieve a competitive lap-time is a key problem in real-world c...
This paper examines the efficacy of genetic algorithms (GAs) in combining input from multiple users ...
Natural evolution inspires the fields of evolutionary computation (EC) and artificial life (ALife). ...
Natural evolution inspires the fields of evolutionary compu-tation (EC) and artificial life (ALife)....
Abstract-Computational gaming requires the automatic generation of virtual opponents for different g...
This work presents a driving system designed for virtual racing situations. It is based on a complet...
In this paper, we applied online neuroevolution to evolve nonplayer characters for The Open Racing C...
Towards automatic personalised content creation for racing games Abstract — Evolutionary algorithms ...
This paper addresses the problem of automatically constructing tracks tailor-made to maximize the en...
Conference paperThis paper discusses the use of a Genetic Algorithm (GA) to evolve waypoint-based ra...
This thesis explores how interactive evolution is perceived as a game mechanic in a simulation based...
In this paper, we investigate the application of evolutionary computation to the automatic generati...
In this paper, we present evolutionary racer (EVOR) that is a simulated car dynamically controlled b...
Modern computer games are at the same time an attractive application domain and an interesting testb...
Finding a racing line that allows to achieve a competitive lap-time is a key problem in real-world c...
This paper examines the efficacy of genetic algorithms (GAs) in combining input from multiple users ...
Natural evolution inspires the fields of evolutionary computation (EC) and artificial life (ALife). ...
Natural evolution inspires the fields of evolutionary compu-tation (EC) and artificial life (ALife)....
Abstract-Computational gaming requires the automatic generation of virtual opponents for different g...
This work presents a driving system designed for virtual racing situations. It is based on a complet...
In this paper, we applied online neuroevolution to evolve nonplayer characters for The Open Racing C...