A spatially-structured PCG method for content diversity in a Physics-based simulation game

Loading...
Thumbnail Image

Identifiers

Publication date

Reading date

Authors

Lara-Cabrera, Raúl
Gutiérrez-Alcoba, Alejandro
Fernández-Leiva, Antonio José

Collaborators

Advisors

Tutors

Editors

Journal Title

Journal ISSN

Volume Title

Publisher

Metrics

Google Scholar

Share

Research Projects

Organizational Units

Journal Issue

Abstract

This paper presents a spatially-structured evolutionary algorithm (EA) to procedurally generate game maps of di ferent levels of di ficulty to be solved, in Gravityvolve!, a physics-based simulation videogame that we have implemented and which is inspired by the n- body problem, a classical problem in the fi eld of physics and mathematics. The proposal consists of a steady-state EA whose population is partitioned into three groups according to the di ficulty of the generated content (hard, medium or easy) which can be easily adapted to handle the automatic creation of content of diverse nature in other games. In addition, we present three fitness functions, based on multiple criteria (i.e:, intersections, gravitational acceleration and simulations), that were used experimentally to conduct the search process for creating a database of maps with di ferent di ficulty in Gravityvolve!.

Description

Bibliographic citation

Endorsement

Review

Supplemented By

Referenced by