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Incorporating Required Structure into Tiles. Cameron McGuinness and Daniel Ashlock
 

Summary: Incorporating Required Structure into Tiles.
Cameron McGuinness and Daniel Ashlock
Abstract--Search based procedural content generation uses
search techniques to locate high-quality content elements for
use in games. This study extends an evolutionary-computation
based system to generate tiles used to assemble floor plans
for levels in a video game as well as evolving assembly plans.
The separate evolution of assembly plans and tiles yields
a decomposition of the level generation problem that saves
substantial time. The tiles used in this study use a more
sophisticated fitness function than earlier studies and also
permit the user to specify features, e.g. rooms of a particular
shape or short or long transit distances between two points in
the tile. Evolutionary computation is used as an off-line tool to
generate libraries of both tiles and assembly plans. Systems for
rapidly assembling tile libraries can then be used to generate
large levels on demand with combinatorially huge numbers of
level plans available. The new fitness function can be used to
control the topology of the tiles and optionally permits the
incorporation of enforced symmetry in tiles. Symmetric tiles are

  

Source: Ashlock, Dan - Department of Mathematics and Statistics, University of Guelph

 

Collections: Mathematics