RT Journal Article T1 Evolving Aesthetic Maps for a Real Time Strategy Game A1 Lara-Cabrera, Raúl A1 Cotta-Porras, Carlos A1 Fernández-Leiva, Antonio José K1 Juegos de ordenador K1 Programación de ordenadores AB This paper presents a procedural content generator method that havebeen able to generate aesthetic maps for a real-time strategy game. Themaps has been characterized based on several of their properties in orderto de ne a similarity function between scenarios. This function has guideda multi-objective evolution strategy during the process of generating andevolving scenarios that are similar to other aesthetic maps while beingdi erent to a set of non-aesthetic scenarios. The solutions have beenchecked using a support-vector machine classi er and a self-organizingmap obtaining successful results (generated maps have been classi ed asaesthetic maps). YR 2013 FD 2013-09-13 LK http://hdl.handle.net/10630/5709 UL http://hdl.handle.net/10630/5709 LA eng NO Artículo publicado en congreso SEED'2013 (I Spanish Symposium on Entertainment Computing), Septiembre 2013, Madrid. DS RIUMA. Repositorio Institucional de la Universidad de Málaga RD 20 ene 2026