A search-based procedural content generation (SBPCG) algorithm for strategy game maps is proposed. Two representations for strategy game maps are devised, along with a number of objectives relating to predicted player experience. A multiobjective evolutionary algorithm is used for searching the space of maps for candidates that satisfy pairs of these objectives. As the objectives are inherently partially conflicting, the algorithm generates Pareto fronts showing how these objectives can be balanced. Such fronts are argued to be a valuable tool for designers looking to balance various design needs. Choosing appropriate points (manually or automatically) on the Pareto fronts, maps can be found that exhibit good map design according to spec...
Videogames are one of the most important and profitable sectors in the industry of entertainment. No...
© 2015 IEEE. In this paper, we propose the strategy of integrating multiple evolutionary processes f...
In digital games, the map (sometimes referred to as the level ) is the virtual environment in whi...
This paper shows how multiobjective evolutionary algorithms can be used to procedurally generate com...
the date of receipt and acceptance should be inserted later Abstract This paper shows how multiobjec...
This paper presents a search-based method for generating maps for the popular real-time strategy (R...
Artículo publicado en congreso SEED'2013 (I Spanish Symposium on Entertainment Computing), Septiembr...
This paper presents a search-based method for generating maps for the popular real-time strategy (RT...
How can a human and an algorithm productively collaborate on generating game content? In this paper,...
We address the problem of automatically designing maps for first-person shooter (FPS) games. An effi...
Procedural content generation (PCG) is a research eld on the rise,with numerous papers devoted to t...
Şafak Topçu (MEF Author)##nofulltext##In this paper, we present a method to generate map sketches fo...
Map design is a major challenge in the development of a successful multiplayer first-person shooter....
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...
Videogames are one of the most important and profitable sectors in the industry of entertainment. No...
© 2015 IEEE. In this paper, we propose the strategy of integrating multiple evolutionary processes f...
In digital games, the map (sometimes referred to as the level ) is the virtual environment in whi...
This paper shows how multiobjective evolutionary algorithms can be used to procedurally generate com...
the date of receipt and acceptance should be inserted later Abstract This paper shows how multiobjec...
This paper presents a search-based method for generating maps for the popular real-time strategy (R...
Artículo publicado en congreso SEED'2013 (I Spanish Symposium on Entertainment Computing), Septiembr...
This paper presents a search-based method for generating maps for the popular real-time strategy (RT...
How can a human and an algorithm productively collaborate on generating game content? In this paper,...
We address the problem of automatically designing maps for first-person shooter (FPS) games. An effi...
Procedural content generation (PCG) is a research eld on the rise,with numerous papers devoted to t...
Şafak Topçu (MEF Author)##nofulltext##In this paper, we present a method to generate map sketches fo...
Map design is a major challenge in the development of a successful multiplayer first-person shooter....
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...
Videogames are one of the most important and profitable sectors in the industry of entertainment. No...
© 2015 IEEE. In this paper, we propose the strategy of integrating multiple evolutionary processes f...
In digital games, the map (sometimes referred to as the level ) is the virtual environment in whi...