A Self-Adaptive Evolutionary Approach to the Evolution of Aesthetic Maps for a RTS Game
| dc.centro | E.T.S.I. Informática | es_ES |
| dc.contributor.author | Lara-Cabrera, Raúl | |
| dc.contributor.author | Cotta-Porras, Carlos | |
| dc.contributor.author | Fernández-Leiva, Antonio José | |
| dc.date.accessioned | 2014-04-22T09:34:40Z | |
| dc.date.available | 2014-04-22T09:34:40Z | |
| dc.date.created | 2014-04-21 | |
| dc.date.issued | 2014-04-22 | |
| dc.departamento | Lenguajes y Ciencias de la Computación | |
| dc.description.abstract | Procedural content generation (PCG) is a research eld on the rise,with numerous papers devoted to this topic. This paper presents a PCG method based on a self-adaptive evolution strategy for the automatic generation of maps for the real-time strategy (RTS) game PlanetWars. These maps are generated in order to ful ll the aesthetic preferences of the user, as implied by her assessment of a collection of maps used as training set. A topological approach is used for the characterization of the maps and their subsequent evaluation: the sphere-of-in uence graph (SIG) of each map is built, several graph-theoretic measures are computed on it, and a feature selection method is utilized to determine adequate subsets of measures to capture the class of the map. A multiobjective evolutionary algorithm is subsequently employed to evolve maps, using these feature sets in order to measure distance to good (aesthetic) and bad (non-aesthetic) maps in the training set. The so-obtained results are visually analyzed and compared to the target maps using a Kohonen network. | es_ES |
| dc.description.sponsorship | Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech. | es_ES |
| dc.identifier.uri | http://hdl.handle.net/10630/7416 | |
| dc.language.iso | eng | es_ES |
| dc.relation.eventdate | 6-11, Julio, 2014 | es_ES |
| dc.relation.eventplace | Beijing, China | es_ES |
| dc.relation.eventtitle | The IEEE World Congress on Computational Intelligence (IEEE WCCI) | es_ES |
| dc.rights.accessRights | open access | |
| dc.subject | Inteligencia artificial | es_ES |
| dc.subject.other | Procedural Content Generation | es_ES |
| dc.subject.other | Game programming | es_ES |
| dc.subject.other | Artificial Intelligence | es_ES |
| dc.subject.other | Evolutionary programming | es_ES |
| dc.title | A Self-Adaptive Evolutionary Approach to the Evolution of Aesthetic Maps for a RTS Game | es_ES |
| dc.type | journal article | es_ES |
| dc.type.hasVersion | SMUR | es_ES |
| dspace.entity.type | Publication | |
| relation.isAuthorOfPublication | 30d4b05d-dc2a-44c0-bc14-88fb05728f50 | |
| relation.isAuthorOfPublication | 76a460eb-c8a1-4e47-94b1-885e6569aa17 | |
| relation.isAuthorOfPublication.latestForDiscovery | 30d4b05d-dc2a-44c0-bc14-88fb05728f50 |
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