Exploring Representation in Evolutionary Level Design
eBook - PDF

Exploring Representation in Evolutionary Level Design

  1. English
  2. PDF
  3. Available on iOS & Android
eBook - PDF

Exploring Representation in Evolutionary Level Design

About this book

Automatic content generation is the production of content for games, web pages, or other purposes by procedural means. Search-based automatic content generation employs search-based algorithms to accomplish automatic content generation. This book presents a number of different techniques for search-based automatic content generation where the search algorithm is an evolutionary algorithm. The chapters treat puzzle design, the creation of small maps or mazes, the use of L-systems and a generalization of L-system to create terrain maps, the use of cellular automata to create maps, and, finally, the decomposition of the design problem for large, complex maps culminating in the creation of a map for a fantasy game module with designersupplied content and tactical features.

The evolutionary algorithms used for the different types of content are generic and similar, with the exception of the novel sparse initialization technique are presented in Chapter 2. The points where the content generation systems vary are in the design of their fitness functions and in the way the space of objects being searched is represented. A large variety of different fitness functions are designed and explained, and similarly radically different representations are applied to the design of digital objects all of which are, essentially, maps for use in games.

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Yes, you can access Exploring Representation in Evolutionary Level Design by Daniel Ashlock in PDF and/or ePUB format, as well as other popular books in Mathematics & Artificial Intelligence (AI) & Semantics. We have over one million books available in our catalogue for you to explore.

Table of contents

  1. Cover
  2. Copyright Page
  3. Title Page
  4. Contents
  5. Preface
  6. Acknowledgments
  7. Introduction
  8. Contrasting Representations for Maze Generation
  9. Dual Mazes
  10. Terrain Maps
  11. Cellular Automata Based Maps
  12. Decomposition, Tiling, and Assembly
  13. Bibliography
  14. Author's Biography