Evolving Aesthetic Maps for a Real Time Strategy Game

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Abstract

This paper presents a procedural content generator method that have been able to generate aesthetic maps for a real-time strategy game. The maps has been characterized based on several of their properties in order to de ne a similarity function between scenarios. This function has guided a multi-objective evolution strategy during the process of generating and evolving scenarios that are similar to other aesthetic maps while being di erent to a set of non-aesthetic scenarios. The solutions have been checked using a support-vector machine classi er and a self-organizing map obtaining successful results (generated maps have been classi ed as aesthetic maps).

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Artículo publicado en congreso SEED'2013 (I Spanish Symposium on Entertainment Computing), Septiembre 2013, Madrid.

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