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Terrain generation using genetic algorithms

Published: 25 June 2005 Publication History

Abstract

We propose a method for applying genetic algorithms to create 3D terrain data sets. Existing procedural algorithms for generation of terrain have several shortcomings. The most popular approach, fractal-based terrain generation, is efficient, but is difficult for a user to control. Other methods tend to require too much user input. In this paper, we provide an alternative method of terrain generation that uses a two-pass genetic algorithm approach to produce a variety of terrain types using only intuitive user inputs. We allow a user to specify a rough sketch of terrain region boundaries, and we refine these boundaries using a genetic algorithm. We then couple this with a database of given terrain data to generate an artificial terrain, which we optimize using a second genetic algorithm.

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Burke, Carl. Generating Terrain. http://www.geocities.com/Area51/6902/terrain.html.
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Duchaineau, Mark et al. ROAMing Terrain: Real-time Optimally Adapting Meshes. In proceedings of IEEE Visualization '97. IEEE Computer Society Press, 1997.
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Erosion 3D. Schmidt, Walter A. (dev). http://www.geog.fu-berlin.de/~erosion/
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GeoCommunity. ThinkBurst Media, Inc. http://data.geocomm.com/
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Kelley, A., Malin, M. and Nielson, G. Terrain Simulation Using a Model of Stream Erosion. ACM Computer Graphics Vol. 22, No. 4, August 1988, pp.263--8
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Mitchell M. An Introduction to Genetic Algorithms. The MIT Press, MA, 1999.
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Cited By

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  • (2024)Unsolved Problems in the Field of Procedural Shaders and Procedural TerrainSmart Trends in Computing and Communications10.1007/978-981-97-1323-3_35(409-417)Online publication date: 26-May-2024
  • (2023)Synthesizing Realistic Cracked Terrain for Virtual Arid Environment Generation2023 8th International Conference on Communication, Image and Signal Processing (CCISP)10.1109/CCISP59915.2023.10355686(361-366)Online publication date: 17-Nov-2023
  • (2022)Assessing evolutionary terrain generation methods for curriculum reinforcement learningProceedings of the Genetic and Evolutionary Computation Conference10.1145/3512290.3528870(377-384)Online publication date: 8-Jul-2022
  • Show More Cited By

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Published In

cover image ACM Conferences
GECCO '05: Proceedings of the 7th annual conference on Genetic and evolutionary computation
June 2005
2272 pages
ISBN:1595930108
DOI:10.1145/1068009
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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New York, NY, United States

Publication History

Published: 25 June 2005

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Author Tags

  1. genetic algorithms
  2. geographic information systems (GIS)
  3. height field
  4. image processing
  5. terrain generation

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Overall Acceptance Rate 1,669 of 4,410 submissions, 38%

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Cited By

View all
  • (2024)Unsolved Problems in the Field of Procedural Shaders and Procedural TerrainSmart Trends in Computing and Communications10.1007/978-981-97-1323-3_35(409-417)Online publication date: 26-May-2024
  • (2023)Synthesizing Realistic Cracked Terrain for Virtual Arid Environment Generation2023 8th International Conference on Communication, Image and Signal Processing (CCISP)10.1109/CCISP59915.2023.10355686(361-366)Online publication date: 17-Nov-2023
  • (2022)Assessing evolutionary terrain generation methods for curriculum reinforcement learningProceedings of the Genetic and Evolutionary Computation Conference10.1145/3512290.3528870(377-384)Online publication date: 8-Jul-2022
  • (2019)OpenGL-based Modular Lightweight 3D Framework with Physics Capabilities2019 IEEE 17th World Symposium on Applied Machine Intelligence and Informatics (SAMI)10.1109/SAMI.2019.8782777(239-244)Online publication date: Jan-2019
  • (2017)Procedural Terrain Generation. A Case Study from the Game IndustryGame Dynamics10.1007/978-3-319-53088-8_8(133-150)Online publication date: 31-Mar-2017
  • (2016)Using Isovists to Evolve Terrains with Gameplay ElementsApplications of Evolutionary Computation10.1007/978-3-319-31204-0_41(636-652)Online publication date: 15-Mar-2016
  • (2014)Automatic terrain generation with a sketching toolMultimedia Tools and Applications10.1007/s11042-012-1214-x70:3(1957-1986)Online publication date: 1-Jun-2014
  • (2014)Procedural approach to volumetric terrain generationThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-013-0909-y30:9(997-1007)Online publication date: 1-Sep-2014
  • (2013)Volumetric Virtual Worlds with Layered Terrain GenerationProceedings of the 2013 International Conference on Cyberworlds10.1109/CW.2013.31(20-27)Online publication date: 21-Oct-2013
  • (2013)Sentient worldProceedings of the Second international conference on Evolutionary and Biologically Inspired Music, Sound, Art and Design10.1007/978-3-642-36955-1_16(180-191)Online publication date: 3-Apr-2013
  • Show More Cited By

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