2016
DOI: 10.1007/978-3-319-31204-0_42
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A Spatially-Structured PCG Method for Content Diversity in a Physics-Based Simulation Game

Abstract: Abstract. This paper presents a spatially-structured evolutionary algorithm (EA) to procedurally generate game maps of different levels of difficulty to be solved, in Gravityvolve!, a physics-based simulation videogame that we have implemented and which is inspired by the nbody problem, a classical problem in the field of physics and mathematics. The proposal consists of a steady-state EA whose population is partitioned into three groups according to the difficulty of the generated content (hard, medium or eas… Show more

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Cited by 2 publications
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References 31 publications
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