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Evolving patch-based terrains for use in video games

conference contribution
posted on 2024-10-31, 16:20 authored by William Raffe, Fabio ZambettaFabio Zambetta, Xiaodong LiXiaodong Li
Procedurally generating content for video games is gaining interest as an approach to mitigate rising development costs and meet users' expectations for a broader range of experiences. This paper explores the use of evolutionary algorithms to aid in the content generation process, especially the creation of three-dimensional terrain. We outline a prototype for the generation of in-game terrain by compiling smaller height-map patches that have been extracted from sample maps. Evolutionary algorithms are applied to this generation process by using crossover and mutation to evolve the layout of the patches. This paper demonstrates the benefits of an interactive two-level parent selection mechanism as well as how to seamlessly stitch patches of terrain together. This unique patch-based terrain model enhances control over the evolution process, allowing for terrain to be refined more intuitively to meet the user's expectations.

History

Start page

363

End page

370

Total pages

8

Outlet

13th Annual Genetic and Evolutionary Computation Conference (GECCO 2011)

Editors

Natalio Krasnogor, Pier Luca Lanzi

Name of conference

GECCO 2011

Publisher

ACM

Place published

New York

Start date

2011-07-12

End date

2011-07-16

Language

English

Copyright

© 2011 ACM

Former Identifier

2006031093

Esploro creation date

2020-06-22

Fedora creation date

2012-04-12

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