Evolving patch-based terrains for use in video games

Raffe, W, Zambetta, F and Li, X 2011, 'Evolving patch-based terrains for use in video games', in Natalio Krasnogor, Pier Luca Lanzi (ed.) 13th Annual Genetic and Evolutionary Computation Conference (GECCO 2011), Dublin, Ireland, 12th - 16th July, 2011, pp. 363-370.


Document type: Conference Paper
Collection: Conference Papers

Title Evolving patch-based terrains for use in video games
Author(s) Raffe, W
Zambetta, F
Li, X
Year 2011
Conference name GECCO 2011
Conference location Dublin, Ireland
Conference dates 12th - 16th July, 2011
Proceedings title 13th Annual Genetic and Evolutionary Computation Conference (GECCO 2011)
Editor(s) Natalio Krasnogor, Pier Luca Lanzi
Publisher ACM
Place of publication New York
Start page 363
End page 370
Total pages 8
Abstract Procedurally generating content for video games is gaining interest as an approach to mitigate rising development costs and meet users' expectations for a broader range of experiences. This paper explores the use of evolutionary algorithms to aid in the content generation process, especially the creation of three-dimensional terrain. We outline a prototype for the generation of in-game terrain by compiling smaller height-map patches that have been extracted from sample maps. Evolutionary algorithms are applied to this generation process by using crossover and mutation to evolve the layout of the patches. This paper demonstrates the benefits of an interactive two-level parent selection mechanism as well as how to seamlessly stitch patches of terrain together. This unique patch-based terrain model enhances control over the evolution process, allowing for terrain to be refined more intuitively to meet the user's expectations.
Subjects Neural, Evolutionary and Fuzzy Computation
Virtual Reality and Related Simulation
Keyword(s) Terrain generation
evolutionary algorithms
video games
DOI - identifier 10.1145/2001576.2001627
Copyright notice © 2011 ACM
ISBN 9781450305570
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