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Tools for landscape analysis of optimisation problems in Procedural Content Generation for games [Elektronski vir]Volz, Vanessa ...The term Procedural Content Generation (PCG) refers to the (semi-)automatic generation of game content by algorithmic means, and its methods are becoming increasingly popular in game-oriented ... research and industry. A special class of these methods, which is commonly known as search-based PCG, treats the given task as an optimisation problem. Such problems are predominantly tackled by evolutionary algorithms. We will demonstrate in this paper that obtaining more information about the defined optimisation problem can substantially improve our understanding of how to approach the generation of content. To do so, we present and discuss three efficient analysis tools, namely diagonal walks, the estimation of high-level properties, as well as problem similarity measures. We discuss the purpose of each of the considered methods in the context of PCG and provide guidelines for the interpretation of the results received. This way we aim to provide methods for the comparison of PCG approaches and eventually, increase the quality and practicality of generated content in industry.Source: Applied soft computing [Elektronski vir]. - ISSN 1872-9681 (Vol. 136, [article] no. 110121, Mar. 2023, str. 1-14)Type of material - e-article ; adult, seriousPublish date - 2023Language - englishCOBISS.SI-ID - 141799683
Author
Volz, Vanessa |
Naujoks, Boris |
Kerschke, Pascal |
Tušar, Tea
Topics
optimizacija |
postopkovno ustvarjanje vsebine z iskanjem |
raziskovalna analiza problemske pokrajine |
ustvarjanje nivojev igre Mario |
optimization |
search-based procedural content generation |
exploratory landscape analysis |
Mario level generation
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| Database name | Field | Year |
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| Links to authors' personal bibliographies | Links to information on researchers in the SICRIS system |
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| Volz, Vanessa | ![]() |
| Naujoks, Boris | ![]() |
| Kerschke, Pascal | ![]() |
| Tušar, Tea | 24894 |
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