<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-05-28T08:53:53Z</responseDate><request verb="GetRecord" identifier="oai:riuma.uma.es:10630/7416" metadataPrefix="qdc">https://riuma.uma.es/rest/oai/request</request><GetRecord><record><header><identifier>oai:riuma.uma.es:10630/7416</identifier><datestamp>2026-02-03T11:26:25Z</datestamp><setSpec>com_10630_2254</setSpec><setSpec>col_10630_37953</setSpec></header><metadata><qdc:qualifieddc xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:dcterms="http://purl.org/dc/terms/" xmlns:doc="http://www.lyncode.com/xoai" xmlns:qdc="http://dspace.org/qualifieddc/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://purl.org/dc/elements/1.1/ http://dublincore.org/schemas/xmls/qdc/2006/01/06/dc.xsd http://purl.org/dc/terms/ http://dublincore.org/schemas/xmls/qdc/2006/01/06/dcterms.xsd http://dspace.org/qualifieddc/ http://www.ukoln.ac.uk/metadata/dcmi/xmlschema/qualifieddc.xsd">
   <dc:title>A Self-Adaptive Evolutionary Approach to the Evolution of Aesthetic Maps for a RTS 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>Inteligencia artificial</dc:subject>
   <dcterms:abstract>Procedural content generation (PCG) is a research  eld on the rise,with numerous papers devoted to this topic. This paper presents a PCG&#xd;
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&#xd;
subsequent evaluation: the sphere-of-in&#xd;
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&#xd;
capture the class of the map. A multiobjective evolutionary algorithm is&#xd;
subsequently employed to evolve maps, using these feature sets in order to measure distance to good (aesthetic) and bad (non-aesthetic) maps in the&#xd;
training set. The so-obtained results are visually analyzed and compared to the target maps using a Kohonen network.</dcterms:abstract>
   <dcterms:dateAccepted>2014-04-22T09:34:40Z</dcterms:dateAccepted>
   <dcterms:available>2014-04-22T09:34:40Z</dcterms:available>
   <dcterms:created>2014-04-22T09:34:40Z</dcterms:created>
   <dcterms:issued>2014-04-22</dcterms:issued>
   <dc:type>journal article</dc:type>
   <dc:identifier>http://hdl.handle.net/10630/7416</dc:identifier>
   <dc:language>eng</dc:language>
   <dc:relation>The IEEE World Congress on Computational Intelligence (IEEE WCCI)</dc:relation>
   <dc:relation>Beijing, China</dc:relation>
   <dc:relation>6-11, Julio, 2014</dc:relation>
   <dc:rights>open access</dc:rights>
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