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










