RT Conference Proceedings T1 A spatially-structured PCG method for content diversity in a Physics-based simulation game A1 Lara-Cabrera, Raúl A1 Gutiérrez-Alcoba, Alejandro A1 Fernández-Leiva, Antonio José K1 Computación evolutiva AB 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 ofmaps with di ferent di ficulty in Gravityvolve!. YR 2016 FD 2016-01-18 LK http://hdl.handle.net/10630/10885 UL http://hdl.handle.net/10630/10885 LA eng NO Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech. DS RIUMA. Repositorio Institucional de la Universidad de Málaga RD 4 mar 2026