Abstract
The virtual terrain for a video game generally needs to exhibit a collection of gameplay elements, such as some areas suitable for hiding and others for large scale battles. A key problem in automating terrain design is the lack of a quantitative definition of terrain gameplay elements. In this paper, we address the problem by proposing a representation for gameplay elements based on a combination of space-based isovist measures from the field of architecture and graph-connectivity metrics. We then propose a genetic algorithm-based approach that evolves a set of modifications to an existing terrain so as to exhibit the gameplay element characteristics. The potential for this approach in the design of computer game environments is examined by generating terrain containing instances of the “hidden area” game element type. Results from four preliminary tests are described to show the potential of this research.
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Pech, A., Lam, CP., Hingston, P., Masek, M. (2016). Using Isovists to Evolve Terrains with Gameplay Elements. In: Squillero, G., Burelli, P. (eds) Applications of Evolutionary Computation. EvoApplications 2016. Lecture Notes in Computer Science(), vol 9597. Springer, Cham. https://doi.org/10.1007/978-3-319-31204-0_41
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DOI: https://doi.org/10.1007/978-3-319-31204-0_41
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