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 1 mar 2026