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      <dc:title>Evolving Aesthetic Maps for a Real Time Strategy Game</dc:title>
      <dc:creator>Lara-Cabrera, Raúl</dc:creator>
      <dc:creator>Cotta-Porras, Carlos</dc:creator>
      <dc:creator>Fernández-Leiva, Antonio José</dc:creator>
      <dc:subject>Juegos de ordenador</dc:subject>
      <dc:subject>Programación de ordenadores</dc:subject>
      <dc:description>Artículo publicado en congreso SEED'2013 (I Spanish Symposium on Entertainment Computing), Septiembre 2013, Madrid.</dc:description>
      <dc:description>This paper presents a procedural content generator method that have&#xd;
been able to generate aesthetic maps for a real-time strategy game. The&#xd;
maps has been characterized based on several of their properties in order&#xd;
to de ne a similarity function between scenarios. This function has guided&#xd;
a multi-objective evolution strategy during the process of generating and&#xd;
evolving scenarios that are similar to other aesthetic maps while being&#xd;
di erent to a set of non-aesthetic scenarios. The solutions have been&#xd;
checked using a support-vector machine classi er and a self-organizing&#xd;
map obtaining successful results (generated maps have been classi ed as&#xd;
aesthetic maps).</dc:description>
      <dc:date>2013-09-13T07:58:15Z</dc:date>
      <dc:date>2013-09-13T07:58:15Z</dc:date>
      <dc:date>2013-09-13</dc:date>
      <dc:type>journal article</dc:type>
      <dc:identifier>http://hdl.handle.net/10630/5709</dc:identifier>
      <dc:language>eng</dc:language>
      <dc:rights>open access</dc:rights>
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