Evolutionary Procedural 2D Map Generation using Novelty Search

Publikation: Beitrag in Buch/Bericht/TagungsbandKonferenzbeitragBegutachtung

1 Zitat (Scopus)

Abstract

This paper presents an evolutionary approach to procedural content generation of 2D maps for computer games. To provide better adaptability to the map designer’s vision, user preference is incorporated to guide the algorithm. A cooperative method utilizes novelty search as a source of diverse solutions, which are then further optimized by multiple, subsequent genetic algorithms. We compare the results to a second approach based on multi-objective optimization, which takes the two conflicting goals of optimizing towards user preference and finding novel solutions as objective functions to build a Pareto front of maps.
OriginalspracheEnglisch
TitelGECCO 2016 Companion - Proceedings of the 2016 Genetic and Evolutionary Computation Conference
Redakteure/-innenTobias Friedrich
Herausgeber (Verlag)ACM Sigevo
Seiten39-40
Seitenumfang2
ISBN (elektronisch)9781450343237
ISBN (Print)978-1-4503-4323-7
DOIs
PublikationsstatusVeröffentlicht - 20 Juli 2016
VeranstaltungGenetic and Evolutionary Computation Conference (GECCO 2016) - Denver, Colorado, USA/Vereinigte Staaten
Dauer: 20 Juli 201624 Juli 2016
http://gecco-2016.sigevo.org/

Publikationsreihe

NameGECCO 2016 Companion - Proceedings of the 2016 Genetic and Evolutionary Computation Conference

Konferenz

KonferenzGenetic and Evolutionary Computation Conference (GECCO 2016)
Land/GebietUSA/Vereinigte Staaten
OrtDenver, Colorado
Zeitraum20.07.201624.07.2016
Internetadresse

Schlagwörter

  • Procedural Content Generation
  • Search-based Procedural Content Generation
  • Novelty Search
  • Genetic Algorithm
  • HeuristicLab

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