A survey of procedural terrain generation techniques using evolutionary algorithms

Raffe, W, Zambetta, F and Li, X 2012, 'A survey of procedural terrain generation techniques using evolutionary algorithms', in Hussein Abbass, Daryl Essam and Ruhul Sarker (ed.) Proceedings of Congress of Evolutionary Computation (CEC 2012), Brisbane, Australia, 10-15 June 2012, pp. 2090-2097.


Document type: Conference Paper
Collection: Conference Papers

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Title A survey of procedural terrain generation techniques using evolutionary algorithms
Author(s) Raffe, W
Zambetta, F
Li, X
Year 2012
Conference name WCCI 2012 IEEE World Congress on Computational Intelligence
Conference location Brisbane, Australia
Conference dates 10-15 June 2012
Proceedings title Proceedings of Congress of Evolutionary Computation (CEC 2012)
Editor(s) Hussein Abbass, Daryl Essam and Ruhul Sarker
Publisher IEEE
Place of publication United States
Start page 2090
End page 2097
Total pages 8
Abstract This paper provides a review of existing approaches to using evolutionary algorithms (EA) during procedural terrain generation (PTG) processes in video games. A reliable PTG algorithm would allow game maps to be created partially or completely autonomously, reducing the development cost of a game and providing players with more content. Specifically, the use of EA raises possibilities of more control over the terrain generation process, as well as the ability to tailor maps for individual users. In this paper we outline the prominent algorithms that use EA in terrain generation, describing their individual advantages and disadvantages. This is followed by a comparison of the core features of these approaches and an analysis of their appropriateness for generating game terrain. This survey concludes with open challenges for future research.
Subjects Artificial Life
Virtual Reality and Related Simulation
DOI - identifier 10.1109/CEC.2012.6256101
Copyright notice © 2012 IEEE
ISBN 9781467315098
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