2010 IEEE International Conference on Intelligent Computing and Intelligent Systems 2010
DOI: 10.1109/icicisys.2010.5658282
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An application of genetic algorithm based on abstract data type for the problem of generation of scenarios for electronic games

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Cited by 3 publications
(2 citation statements)
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“…On the contrary, scholarly literature on the applications of Genetic Algorithms and Genetic Programming (GP) in video games is quite abundant: the major part of it has tackled either the use of GAs to generate or evolve the environment (i.e., the in-game world or the game levels), or the evolution of agents' behavior, with the scope to produce more challenging enemies for the players. In the first category we can include, e.g., the works of Frade et al [15,16] and de Carvalho et al [55], which focused on the procedural generation of terrains and on the dynamics of geophysics events; that of Halim and Raif Baig [20], which proposed a set of metrics for measuring entertainment to be used as inputs for evolutionary algorithms, and the studies by Mourato et al [45] and Sorenson & Pasquier [61] that exploited GAs to create levels for a video game. In the second category, we enlist works focused on evolving bots' behavior.…”
Section: The Long-time Relation Between Video Games and Pcgmentioning
confidence: 99%
“…On the contrary, scholarly literature on the applications of Genetic Algorithms and Genetic Programming (GP) in video games is quite abundant: the major part of it has tackled either the use of GAs to generate or evolve the environment (i.e., the in-game world or the game levels), or the evolution of agents' behavior, with the scope to produce more challenging enemies for the players. In the first category we can include, e.g., the works of Frade et al [15,16] and de Carvalho et al [55], which focused on the procedural generation of terrains and on the dynamics of geophysics events; that of Halim and Raif Baig [20], which proposed a set of metrics for measuring entertainment to be used as inputs for evolutionary algorithms, and the studies by Mourato et al [45] and Sorenson & Pasquier [61] that exploited GAs to create levels for a video game. In the second category, we enlist works focused on evolving bots' behavior.…”
Section: The Long-time Relation Between Video Games and Pcgmentioning
confidence: 99%
“…Moreover, the term Search-Based PCG [41] has been proposed to refer to PCG techniques based on the application of evolutionary algorithms to game contents. The proposed techniques are mainly used to generate or evolve a game environment [9,14,28], the features of a character [17,30], or for the evolution of the game agents behaviour in order to produce more challenging opponents to the players [1,26,27].…”
Section: Introductionmentioning
confidence: 99%