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A survey of procedural terrain generation techniques using evolutionary algorithms

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conference contribution
posted on 2024-11-23, 05:44 authored by William Raffe, Fabio ZambettaFabio Zambetta, Xiaodong LiXiaodong Li
This paper provides a review of existing approaches to using evolutionary algorithms (EA) during procedural terrain generation (PTG) processes in video games. A reliable PTG algorithm would allow game maps to be created partially or completely autonomously, reducing the development cost of a game and providing players with more content. Specifically, the use of EA raises possibilities of more control over the terrain generation process, as well as the ability to tailor maps for individual users. In this paper we outline the prominent algorithms that use EA in terrain generation, describing their individual advantages and disadvantages. This is followed by a comparison of the core features of these approaches and an analysis of their appropriateness for generating game terrain. This survey concludes with open challenges for future research.

History

Start page

2090

End page

2097

Total pages

8

Outlet

Proceedings of the Congress of Evolutionary Computation (CEC 2012)

Editors

Hussein Abbass, Daryl Essam and Ruhul Sarker

Name of conference

WCCI 2012 IEEE World Congress on Computational Intelligence

Publisher

IEEE

Place published

United States

Start date

2012-06-10

End date

2012-06-15

Language

English

Copyright

© 2012 IEEE

Former Identifier

2006034557

Esploro creation date

2020-06-22

Fedora creation date

2012-10-11

Open access

  • Yes

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