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Procedural Generation of Levels for the Angry Birds Videogame Using Evolutionary Computation

  • Jaime Salinas-Hernández
  • Mario Garcia-ValdezEmail author
Chapter
  • 51 Downloads
Part of the Studies in Computational Intelligence book series (SCI, volume 862)

Abstract

This paper consisted in the generation of an evolutionary computation-based system capable of generate and evolve the structures of which one level of the Angry Birds game is composed, these structures are evaluated according to the stability of the structure as well as for the complexity of said structure. For this a level generation system was designed based on the data obtained from the game, said data consist in the number and type of pieces that appear and the applied gravity of the game, the individuals of the group are evaluated by a simulation of the generated level and then checking how the structures are affected by the gravity of the game. The evolutionary computation system as the main objective of generating structures based on the existent pieces of the game and evolving said pieces by combining them in a process that simulates the rules of the Open-Ended Evolution algorithm in which the evolution of this compounds is not inclined towards a numeric objective rather than to extend the diversity from which the pieces may be selected for a level.

Keywords

Genetic algorithm Procedural generated content Open-ended evolution Evolutionary computation 

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Copyright information

© Springer Nature Switzerland AG 2020

Authors and Affiliations

  1. 1.Tijuana Institute of TechnologyTijuanaMexico

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