Evolution of Artificial Terrains for Video Games Based on Obstacles Edge Length

被引:0
|
作者
Frade, Miguel [1 ]
Fernandez de Vega, F. [2 ]
Cotta, Carlos [3 ]
机构
[1] Inst Politecn Leiria, Escola Super Tecnol & Gestao, Leiria, Portugal
[2] Univ Extremadura, Ctr Univ Merida, Badajoz, Spain
[3] Univ Malaga, ETSI Informat, Malaga, Spain
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中图分类号
TM [电工技术]; TN [电子技术、通信技术];
学科分类号
0808 ; 0809 ;
摘要
Several methods have been developed to generate terrains under constraints to control terrain features, but most of them use strict restrictions. However, there are situations were more flexible restrictions are sufficient, such as ensuring that terrains have enough accessible area, which is an important trait for video games. Many terrains, generated with Genetic Terrain Program technique, based only on the desired accessibility parameters presented a single large non-accessible area. In an attempt to solve this problem a new fitness function, based on obstacles edge length, is presented on this paper. Results showed that the new metric suits our goal and also produces many terrains with novelty and aesthetic appeal. Terrains produced this way are already being used on Chapas video game.
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页数:8
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