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Aesthetic Terrain Programs database for creativity assessment

Frade, Miguel; Vega, F. Fernandez de; Cotta, Carlos

To speed up content creation video game industry is increasingly turning to procedural content generation methods. However, creating and fine tuning procedural algorithms is a time consuming task. To address this issue several Search-Based Procedural Content Generation (SBPCG) techniques have been devised. They propose to automatically search the right input parameters or to generate the procedure itself to pro...

Date: 2012   |   Origin: IC-online

Automatic evolution of programs for procedural generation of terrains for video...

Frade, Miguel; Fernandéz de Vega, Francisco; Cotta, Carlos

Nowadays the video game industry is facing a big challenge: keep costs under control as games become bigger and more complex. Creation of game content, such as character models, maps, levels, textures, sound effects and so on, represent a big slice of total game production cost. Hence, the video game industry is increasingly turning to procedural content generation to amplify the cost-effectiveness of the effor...

Date: 2012   |   Origin: IC-online

Evolution of Artificial Terrains for Video Games Based on Accessibility

Frade, Miguel; Vega, Francisco Fernandez de; Cotta, Carlos

Diverse methods have been developed to generate terrains under constraints to control terrain features, but most of them use strict restrictions. However, there are situations were more flexible restrictions are sufficient, such as ensuring that terrains have enough accessible area, which is an important trait for video games. The Genetic Terrain Program technique, based on genetic programming, was used to auto...

Date: 2010   |   Origin: IC-online

Evolution of artificial terrains for video games based on obstacles edge length

Frade, Miguel; de Vega, F. Fernandez; Cotta, Carlos

Date: 2010   |   Origin: IC-online

Breeding terrains with genetic terrain programming: the evolution of terrain ge...

Frade, Miguel; Fernandéz de Vega, Francisco; Cotta, Carlos

Although a number of terrain generation techniques have been proposed during the last few years, all of them have some key constraints. Modelling techniques depend highly upon designer’s skills, time, and effort to obtain acceptable results, and cannot be used to automatically generate terrains. The simpler methods allow only a narrow variety of terrain types and offer little control on the outcome terrain. The...

Date: 2009   |   Origin: IC-online

Genetic terrain programming: an aesthetic approach to terrain generation

Frade, Miguel; Fernandéz de Vega, Francisco; Cotta, Carlos

Nowadays there are a wide range of techniques for terrain generation, but are focused on providing realistic terrains often neglecting the aesthetic appeal. The Genetic Terrain Programming technique, based on evolutionary design with Genetic Programming, allows designers to evolve terrains according to their aesthetic feelings or desired features. This technique evolves TPs (Terrain Programmes) that are capable...

Date: 2008   |   Origin: IC-online

GenTP: uma ferramenta interactiva para a geração artificial de terrenos

Frade, Miguel; Fernandéz de Vega, Francisco; Cotta, Carlos

Actualmente existe uma grande variedade de técnicas de geração artificial de terrenos. No entanto todas elas estão focadas em fornecer terrenos de aspecto realista, negligenciando por vezes a estética e a criatividade. Este artigo apresenta uma ferramenta interactiva para a geração artificial de terrenos, designada GenTP, inspirada nos sistemas de arte evolutiva com programação genética. Esta ferramenta permite...

Date: 2008   |   Origin: IC-online

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