Evolutionary-based procedural content generation for videogames
Vestnik Ûžno-Uralʹskogo gosudarstvennogo universiteta. Seriâ Vyčislitelʹnaâ matematika i informatika, Tome 3 (2014) no. 1, pp. 44-54
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The focus of this research is applying evolutionary algorithms to automatically generating and dynamically changing multimedia data within the context of procedural content generation (PCG) for videogames. Evolutionary computing allows personalizing and adapting the generated content, which is an increasingly important issue in videogame industry. In this paper, we describe existing evolutionary-based PCG systems and propose a universal method for videogame characters representation in such systems. An evolutionary PCG system based on this method was implemented as a part of this research. The system is universal and is well suited for integration in commercial and scientific game projects.
Keywords:
procedural content generation, evolutionary computation, content personalization.
@article{VYURV_2014_3_1_a3,
author = {M. G. Mezhenin},
title = {Evolutionary-based procedural content generation for videogames},
journal = {Vestnik \^U\v{z}no-Uralʹskogo gosudarstvennogo universiteta. Seri\^a Vy\v{c}islitelʹna\^a matematika i informatika},
pages = {44--54},
publisher = {mathdoc},
volume = {3},
number = {1},
year = {2014},
language = {ru},
url = {http://geodesic.mathdoc.fr/item/VYURV_2014_3_1_a3/}
}
TY - JOUR AU - M. G. Mezhenin TI - Evolutionary-based procedural content generation for videogames JO - Vestnik Ûžno-Uralʹskogo gosudarstvennogo universiteta. Seriâ Vyčislitelʹnaâ matematika i informatika PY - 2014 SP - 44 EP - 54 VL - 3 IS - 1 PB - mathdoc UR - http://geodesic.mathdoc.fr/item/VYURV_2014_3_1_a3/ LA - ru ID - VYURV_2014_3_1_a3 ER -
%0 Journal Article %A M. G. Mezhenin %T Evolutionary-based procedural content generation for videogames %J Vestnik Ûžno-Uralʹskogo gosudarstvennogo universiteta. Seriâ Vyčislitelʹnaâ matematika i informatika %D 2014 %P 44-54 %V 3 %N 1 %I mathdoc %U http://geodesic.mathdoc.fr/item/VYURV_2014_3_1_a3/ %G ru %F VYURV_2014_3_1_a3
M. G. Mezhenin. Evolutionary-based procedural content generation for videogames. Vestnik Ûžno-Uralʹskogo gosudarstvennogo universiteta. Seriâ Vyčislitelʹnaâ matematika i informatika, Tome 3 (2014) no. 1, pp. 44-54. http://geodesic.mathdoc.fr/item/VYURV_2014_3_1_a3/