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Mar 16, 2013 · Our method could be used to completely automate in-game controlled map generation, enabling player-adaptive games, or as a design support tool ...
Our method could be used to completely automate in-game controlled map generation, enabling player-adaptive games, or as a design support tool for human ...
Our method could be used to completely automate in-game controlled map generation, enabling player-adaptive games, or as a design support tool for human ...
Title: Controllable procedural map generation via multiobjective evolution ; Authors: Togelius, Julian · Preuss, Mike · Beume, Nicola · Wessing, Simon
Apr 15, 2015 · Our method could be used to completely automate in-game controlled map generation, enabling player-adaptive games, or as a design support tool ...
Controllable procedural terrain generation using software agents. IEEE ... Controllable procedural map generation via multiobjective evolution. This ...
Controllable procedural map generation via multiobjective evolution ; Publication type. Research article (journal) ; Peer reviewed. Yes ; Publication status.
... multi-objective genetic algorithm: NSGA-II. IEEE. Trans. on Evolutionary Computation, 6(8), 2002. [8] J. Doran and I. Parberry. Controllable procedural. terrain ...
Controllable procedural map generation via multiobjective evolution. Evolving Interesting Maps for a First Person Shooter · Julian Togelius. 2011. Download Free ...
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