Exploring representation in evolutionary level design / Daniel Ashlock.
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Online Access: |
Full Text (via Morgan & Claypool) |
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Main Author: | |
Format: | eBook |
Language: | English |
Published: |
[San Rafael, California] :
Morgan & Claypool,
2018.
|
Series: | Synthesis lectures on games and computational intelligence ;
#3. |
Subjects: |
Table of Contents:
- 1. Introduction
- 1.1 Evolutionary computation
- 1.2 Elements of fitness for level design
- 1.3 Obscured mazes: a simple example
- 1.3.1 Chess mazes
- 1.3.2 Chromatic mazes
- 1.3.3 Key maps and alternate views
- 1.4 Conclusions
- 2. Contrasting representations for maze generation
- 2.1 Details of the binary direct representation
- 2.2 Details of the chromatic representation
- 2.3 Details of the positive, indirect representation
- 2.4 Details of the negative, indirect representation
- 2.5 Fitness function design
- 2.5.1 Definitions
- 2.5.2 Fitness functions
- 2.6 Design of experiments
- 2.6.1 Initial experiments
- 2.6.2 Experiments with culs-de-sac
- 2.6.3 Changing the board size
- 2.6.4 Experiments with the chromatic representation
- 2.6.5 Verification of sparse initialization and crossover
- 2.7 Results and discussion for maze generation
- 2.7.1 Experiments with culs-de-sac
- 2.7.2 Experiments with different board sizes
- 2.7.3 Sparse initialization and choice of crossover operator
- 2.7.4 Algorithm speed
- 2.7.5 Fitness landscapes and sparse initialization
- 2.7.6 Discussion for maze generation
- 2.7.7 Breaking out of two dimensions
- 3. Dual mazes
- 3.1 Representations for dual maze generation
- 3.2 Details of the generative representation
- 3.2.1 Details of the direct representation
- 3.2.2 Fitness function specification
- 3.3 Experimental design
- 3.4 Results and discussion for dual mazes
- 3.5 Conclusions and next steps for dual mazes
- 3.5.1 Additional fitness elements
- 3.5.2 Tool development
- 3.5.3 Visibility and lines of sight
- 3.5.4 Terrain types
- 4. Terrain maps
- 4.1 Midpoint L-systems
- 4.1.1 The representation for midpoint L-systems
- 4.1.2 Multiscale landforms
- 4.2 Landscape automata: another representation for height maps
- 4.2.1 Defining landscape automata
- 4.2.2 Experiments with landscape automata
- 4.2.3 Results and discussion for landscape automata
- 4.2.4 Qualitative diversity
- 4.2.5 Conclusions and next steps for landscape automata
- 4.3 Morphing and smoothing of height maps
- 5. Cellular automata based maps
- 5.1 Fashion-based cellular automata
- 5.1.1 Design of experiments
- 5.1.2 Results and discussion for cellular automata level creation
- 5.1.3 Discussion for cellular automata level design
- 5.1.4 Using an optimizer for non-optimization goals
- 5.2 Generalizing fitness and morphing
- 5.2.1 Generalizing the fitness function to control open space
- 5.2.2 Return of dynamic programming based fitness
- 5.2.3 Morphing between rules
- 5.2.4 More general application of morphing: re-evolution
- 6. Decomposition, tiling, and assembly
- 6.1 More maps than you could ever use
- 6.1.1 Details of tile production
- 6.1.2 Enumerating maps and exploiting tile symmetries
- 6.2 Required content
- 6.2.1 The fitness function for required content tiles
- 6.2.2 Results of the tile creation experiments
- 6.3 Creating an integrated adventure: goblins attack the village
- 6.3.1 System design for FRPG module creation
- 6.3.2 The level evolver
- 6.3.3 Identifying and connecting rooms
- 6.3.4 Populating the dungeon
- 6.3.5 Results for FRPG module creation
- 6.3.6 Conclusions and next steps for FRPG module generation
- 6.3.7 Decorations: monsters, treasure, and traps
- 6.3.8 History, context, and story
- Bibliography
- Author's biography.