Using isovists to evolve terrains with gameplay elements
Document Type
Conference Proceeding
Publication Title
Applications of Evolutionary Computation
Publisher
Springer Verlag
School
School of Computer and Security Science
RAS ID
21079
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. © Springer International Publishing Switzerland 2016.
DOI
10.1007/978-3-319-31204-0_41
Access Rights
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Comments
Pech, Andrew (2016). "Applications of Evolutionary Computation Using Isovists to Evolve Terrains with Gameplay Elements". In Applications of Evolutionary Computation (636-652). Springer. Available here