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A Procedural Balanced Map Generator with Self-adaptive Complexity for the Real-Time Strategy Game Planet Wars

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Applications of Evolutionary Computation (EvoApplications 2013)

Part of the book series: Lecture Notes in Computer Science ((LNTCS,volume 7835))

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Abstract

Procedural content generation (PCG) is the programmatic generation of game content using a random or pseudo-random process that results in an unpredictable range of possible gameplay spaces. This methodology brings many advantages to game developers, such as reduced memory consumption. This works presents a procedural balanced map generator for a real-time strategy game: Planet Wars. This generator uses an evolutionary strategy for generating and evolving maps and a tournament system for evaluating the quality of these maps in terms of their balance. We have run several experiments obtaining a set of playable and balanced maps.

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Lara-Cabrera, R., Cotta, C., Fernández-Leiva, A.J. (2013). A Procedural Balanced Map Generator with Self-adaptive Complexity for the Real-Time Strategy Game Planet Wars. In: Esparcia-Alcázar, A.I. (eds) Applications of Evolutionary Computation. EvoApplications 2013. Lecture Notes in Computer Science, vol 7835. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-37192-9_28

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  • DOI: https://doi.org/10.1007/978-3-642-37192-9_28

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-37191-2

  • Online ISBN: 978-3-642-37192-9

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