Evolving Aesthetic Maps for a Real Time Strategy Game

dc.centroE.T.S.I. Informáticaes_ES
dc.contributor.authorLara-Cabrera, Raúl
dc.contributor.authorCotta-Porras, Carlos
dc.contributor.authorFernández-Leiva, Antonio José
dc.date.accessioned2013-09-13T07:58:15Z
dc.date.available2013-09-13T07:58:15Z
dc.date.issued2013-09-13
dc.departamentoLenguajes y Ciencias de la Computación
dc.descriptionArtículo publicado en congreso SEED'2013 (I Spanish Symposium on Entertainment Computing), Septiembre 2013, Madrid.es_ES
dc.description.abstractThis 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).es_ES
dc.identifier.urihttp://hdl.handle.net/10630/5709
dc.language.isoenges_ES
dc.rights.accessRightsopen access
dc.subjectJuegos de ordenadores_ES
dc.subjectProgramación de ordenadoreses_ES
dc.subject.otherReal Time Strategy Gamees_ES
dc.subject.otherMapses_ES
dc.subject.otherEvolutionary Algorithmses_ES
dc.subject.otherProcedural Content Generationes_ES
dc.titleEvolving Aesthetic Maps for a Real Time Strategy Gamees_ES
dc.typejournal articlees_ES
dspace.entity.typePublication
relation.isAuthorOfPublication30d4b05d-dc2a-44c0-bc14-88fb05728f50
relation.isAuthorOfPublication76a460eb-c8a1-4e47-94b1-885e6569aa17
relation.isAuthorOfPublication.latestForDiscovery30d4b05d-dc2a-44c0-bc14-88fb05728f50

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