Exploring representation in evolutionary level design / Daniel Ashlock.

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Bibliographic Details
Online Access: Full Text (via Morgan & Claypool)
Main Author: Ashlock, Daniel (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.