How can a human and an algorithm productively collaborate on generating game content? In this paper, we try to answer this question in the context of generating balanced and interesting low-resolution sketches for game levels. We introduce six important criteria for successful strategy game maps, and present map sketches optimized for one or more of these criteria via a constrained evolutionary algorithm. The sketch-based map representation and the computationally lightweight evaluation methods are geared towards the integration of the evolutionary algorithm within a mixed-initiative tool, allowing for the co-creation of game content by a human and an artificial designer.peer-reviewe
This paper presents a search-based method for generating maps for the popular real-time strategy (R...
In this paper, we propose the strategy of integrating multiple evolutionary processes for personaliz...
In this paper, we propose the strategy of integrating multiple evolutionary processes for personaliz...
This paper describes computational processes which can simulate how human designers sketch and then ...
Şafak Topçu (MEF Author)##nofulltext##In this paper, we present a method to generate map sketches fo...
A search-based procedural content generation (SBPCG) algorithm for strategy game maps is proposed. T...
This paper shows how multiobjective evolutionary algorithms can be used to procedurally generate com...
Abstract: In procedural content generation, one is often interested in generating a large number of ...
the date of receipt and acceptance should be inserted later Abstract This paper shows how multiobjec...
Artículo publicado en congreso SEED'2013 (I Spanish Symposium on Entertainment Computing), Septiembr...
Videogames are one of the most important and profitable sectors in the industry of entertainment. No...
This paper presents a first step towards a computer-assisted design tool for the creation of game m...
This paper describes the structure of a webservice able to generate simple game levels via constrain...
We would like to thank the participants of the user survey for their valuable feedback.This paper i...
Due to the high cost of manual content creation within the game development industry, methods for pr...
This paper presents a search-based method for generating maps for the popular real-time strategy (R...
In this paper, we propose the strategy of integrating multiple evolutionary processes for personaliz...
In this paper, we propose the strategy of integrating multiple evolutionary processes for personaliz...
This paper describes computational processes which can simulate how human designers sketch and then ...
Şafak Topçu (MEF Author)##nofulltext##In this paper, we present a method to generate map sketches fo...
A search-based procedural content generation (SBPCG) algorithm for strategy game maps is proposed. T...
This paper shows how multiobjective evolutionary algorithms can be used to procedurally generate com...
Abstract: In procedural content generation, one is often interested in generating a large number of ...
the date of receipt and acceptance should be inserted later Abstract This paper shows how multiobjec...
Artículo publicado en congreso SEED'2013 (I Spanish Symposium on Entertainment Computing), Septiembr...
Videogames are one of the most important and profitable sectors in the industry of entertainment. No...
This paper presents a first step towards a computer-assisted design tool for the creation of game m...
This paper describes the structure of a webservice able to generate simple game levels via constrain...
We would like to thank the participants of the user survey for their valuable feedback.This paper i...
Due to the high cost of manual content creation within the game development industry, methods for pr...
This paper presents a search-based method for generating maps for the popular real-time strategy (R...
In this paper, we propose the strategy of integrating multiple evolutionary processes for personaliz...
In this paper, we propose the strategy of integrating multiple evolutionary processes for personaliz...