his paper shows how multiobjective evolutionary algorithms can be used to procedurally generate complete and playable maps for real-time strategy (RTS) games. We devise heuristic objective functions that measure properties of maps that impact important aspects of gameplay experience. To show the generality of our approach, we design two different evolvable map representations, one for an imaginary generic strategy game based on heightmaps, and one for the classic RTS game StarCraft. The effect of combining tuples or triples of the objective functions are investigated in systematic experiments, in particular which of the objectives are partially conflicting. A selection of generated maps are visually evaluated by a population of skilled Star...
Videogames are one of the most important and profitable sectors in the industry of entertainment. No...
In modern times, procedural content generation sees frequent use in video games, producing anything ...
How can a human and an algorithm productively collaborate on generating game content? In this paper,...
the date of receipt and acceptance should be inserted later Abstract This paper shows how multiobjec...
This paper shows how multiobjective evolutionary algorithms can be used to procedurally generate com...
This paper presents a search-based method for generating maps for the popular real-time strategy (RT...
This paper presents a search-based method for generating maps for the popular real-time strategy (R...
A search-based procedural content generation (SBPCG) algorithm for strategy game maps is proposed. T...
Procedural content generation (PCG) is a research eld on the rise,with numerous papers devoted to t...
Artículo publicado en congreso SEED'2013 (I Spanish Symposium on Entertainment Computing), Septiembr...
9th International Conference on Large Scale Scientific Computations. The final publication is availa...
Şafak Topçu (MEF Author)##nofulltext##In this paper, we present a method to generate map sketches fo...
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...
© 2015 IEEE. In this paper, we propose the strategy of integrating multiple evolutionary processes f...
Videogames are one of the most important and profitable sectors in the industry of entertainment. No...
In modern times, procedural content generation sees frequent use in video games, producing anything ...
How can a human and an algorithm productively collaborate on generating game content? In this paper,...
the date of receipt and acceptance should be inserted later Abstract This paper shows how multiobjec...
This paper shows how multiobjective evolutionary algorithms can be used to procedurally generate com...
This paper presents a search-based method for generating maps for the popular real-time strategy (RT...
This paper presents a search-based method for generating maps for the popular real-time strategy (R...
A search-based procedural content generation (SBPCG) algorithm for strategy game maps is proposed. T...
Procedural content generation (PCG) is a research eld on the rise,with numerous papers devoted to t...
Artículo publicado en congreso SEED'2013 (I Spanish Symposium on Entertainment Computing), Septiembr...
9th International Conference on Large Scale Scientific Computations. The final publication is availa...
Şafak Topçu (MEF Author)##nofulltext##In this paper, we present a method to generate map sketches fo...
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...
© 2015 IEEE. In this paper, we propose the strategy of integrating multiple evolutionary processes f...
Videogames are one of the most important and profitable sectors in the industry of entertainment. No...
In modern times, procedural content generation sees frequent use in video games, producing anything ...
How can a human and an algorithm productively collaborate on generating game content? In this paper,...