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Interactive evolution for the procedural generation of tracks in a high-end racing game

Luigi Cardamone, Daniele Loiacono, Pier Luca Lanzi
2011 Proceedings of the 13th annual conference on Genetic and evolutionary computation - GECCO '11  
We present a framework for the procedural generation of tracks for a high-end car racing game (TORCS) using interactive evolution.  ...  The latter runs all the tasks related to evolution (selection, recombination and mutation) and all the tasks related to the target racing game (e.g., the track generation).  ...  Our approach investigates the human-assisted generation of racing tracks for a high-end racing game (TORCS [1] ); it is inspired to the early work of [22, 15] , who applied SB-PCG to a simple 2D game  ... 
doi:10.1145/2001576.2001631 dblp:conf/gecco/CardamoneLL11 fatcat:yxy6hjjmtffhfntilkpvi7uowm

TrackGen: An interactive track generator for TORCS and Speed-Dreams

Luigi Cardamone, Pier Luca Lanzi, Daniele Loiacono
2015 Applied Soft Computing  
TrackGen is an on-line tool for the generation of tracks for two open-source 3D car racing games (TORCS and Speed Dreams).  ...  It integrates interactive evolution with procedural content generation and comprises two components: (i) a web frontend that maintains the database of all the evolved populations and manages the interaction  ...  To the best of our knowledge, Galactic Arm Race [8] is the first application of interactive evolution for the generation of game content.  ... 
doi:10.1016/j.asoc.2014.11.010 fatcat:vgo2saanwjfptiqxo5glbc5yiu

Automatic Track Generation for High-End Racing Games Using Evolutionary Computation

Daniele Loiacono, Luigi Cardamone, Pier Luca Lanzi
2011 IEEE Transactions on Computational Intelligence and AI in Games  
We investigate the application of evolutionary computation to the automatic generation of tracks for high-end racing games.  ...  The idea underlying our approach is that diversity is a major source of challenge/interest for racing tracks and, eventually, might play a key role in contributing to the player's fun.  ...  ACKNOWLEDGEMENTS The authors wish to thank Marco Colombo for his work on the preliminary implementation of the mapping procedure between genotypes and phenotypes.  ... 
doi:10.1109/tciaig.2011.2163692 fatcat:46annlv4vbgqfoxbdwkixg6cc4

Guest Editorial: Procedural Content Generation in Games

Julian Togelius, Jim Whitehead, Rafael Bidarra
2011 IEEE Transactions on Computational Intelligence and AI in Games  
In "Automatic track generation for high-end racing games using evolutionary computation," Lanzi et al. describe a working system based on genetic algorithms for generating tracks for an advanced 3-D car  ...  Therefore, the field of procedural content generation (PCG) covers a wide set of problems and methods that are of high interest to both game developers and academic researchers.  ... 
doi:10.1109/tciaig.2011.2166554 fatcat:edf3isg2zjfwzakbfi2p6t3d2u

Computational Intelligence in Racing Games [chapter]

Julian Togelius, Simon M. Lucas, Renzo De Nardi
2007 Studies in Computational Intelligence  
We first discuss the various roles of computational intelligence in games, and then go on to describe the evolution of different types of car controllers, modelling of players' driving styles, evolution  ...  of racing tracks, comparisons of evolution with other forms of reinforcement learning, and modelling and controlling physical cars.  ...  Acknowledgements We thank Owen Holland, Richard Newcombe and Hugo Marques for their valuable input at various stages of the work described here.  ... 
doi:10.1007/978-3-540-72705-7_3 fatcat:3jjfbtehhbd6hatca6fhaa2uaa

Circuit-adaptive challenge balancing in racing games

Alex Rietveld, Sander Bakkes, Diederik Roijers
2014 2014 IEEE Games Media Entertainment  
The approach itself is built around (A) a classifier that can assess a player's in-game performance, and (B) an algorithm that employs the ability of targeted circuit adaptations, to the end of realising  ...  In this paper, we propose a novel approach to challenge balancing in racing games: circuit-adaptive challenge balancing.  ...  The circuit generator employs a user-guided evolution for automatically generating new, interesting circuits based on the player's evaluation of a population of circuits [21] , [22] .  ... 
doi:10.1109/gem.2014.7048075 dblp:conf/gamesem/RietveldBR14 fatcat:khx46amrezbztclcdm3qfwsjqq

The Procedural Sounds And Music Of Echo::Canyon

Robert Hamilton
2014 Proceedings of the SMC Conferences  
To that end traditional approaches for game sound design are replaced instead by sets of composed interactions.  ...  Each bone that comprises a model's skeletal mesh can be tracked in UDKOSC, though due to the high number of individual bones used in many well-articulated skeletal meshes, it is generally a good idea to  ... 
doi:10.5281/zenodo.850579 fatcat:fssbftboafgl5ap72bke7qc7ke

Experience-Driven Procedural Content Generation

G. N. Yannakakis, J. Togelius
2011 IEEE Transactions on Affective Computing  
The paper provides a taxonomy of PCG algorithms and introduces a framework for PCG driven by computational models of user experience.  ...  Procedural content generation (PCG) is an increasingly important area of technology within modern human-computer interaction (HCI) design.  ...  ACKNOWLEDGEMENTS Thanks to all the participants in the discussions in the Procedural Content Generation Google Group, and the anonymous reviewers of this paper.  ... 
doi:10.1109/t-affc.2011.6 fatcat:734hfj42undy3mqh2dlrwrjxha

Neuroevolution in Games: State of the Art and Open Challenges

Sebastian Risi, Julian Togelius
2017 IEEE Transactions on Computational Intelligence and AI in Games  
We analyse the application of NE in games along five different axes, which are the role NE is chosen to play in a game, the different types of neural networks used, the way these networks are evolved,  ...  how the fitness is determined and what type of input the network receives.  ...  ACKNOWLEDGEMENTS We thank the numerous colleagues who have graciously read and commented on versions of this paper, including Kenneth O. Stanley, Julian Miller, Matt Taylor, Mark J.  ... 
doi:10.1109/tciaig.2015.2494596 fatcat:uenp54gg2vffdolr5awox2ayx4

Neuroevolution in Games: State of the Art and Open Challenges [article]

Sebastian Risi, Julian Togelius
2015 arXiv   pre-print
We analyse the application of NE in games along five different axes, which are the role NE is chosen to play in a game, the different types of neural networks used, the way these networks are evolved,  ...  how the fitness is determined and what type of input the network receives.  ...  Another example of interactive evolution in games is Galactic Arms Race (GAR [32] ), in which the players can discover unique particular system weapons that are evolved by NEAT.  ... 
arXiv:1410.7326v3 fatcat:yqynswodpnbgzdf52mlisix3hu

Volcano: An interactive sword generator

Daniele Loiacono, Renato Mainetti, Michele Pirovano
2015 2015 IEEE Games Entertainment Media Conference (GEM)  
In this work, we introduce Volcano, a tool for the procedural generation of 3D models of swords.  ...  Unlike common procedural content generation tools, it exploits interactive evolution to reduce as much as possible the effort of the users during the generation process.  ...  Finally, Cardamone et al [20] introduced TrackGen, a web service that exploits interactive evolution for the procedural generation of tracks for a racing game. III.  ... 
doi:10.1109/gem.2015.7377226 dblp:conf/gamesem/PirovanoML15 fatcat:pwimha7s3bhldjr3ayc2b3wboa

Towards procedural level generation for rehabilitation

Dajana Dimovska, Patrick Jarnfelt, Sebbe Selvig, Georgios N. Yannakakis
2010 Proceedings of the 2010 Workshop on Procedural Content Generation in Games - PCGames '10  
In this initial study a ski-slalom game is developed on the Wii platform that procedurally places the gates of the game according to player performance.  ...  This paper introduces the concept of procedural content generation for physical rehabilitation.  ...  The authors would like to thank the physiotherapists, Hannes Brunner and Majbritt Asmussen, of the Tårnby Rehabilitation Center, Copenhagen, Denmark, and all subjects who participated in the experiments  ... 
doi:10.1145/1814256.1814263 fatcat:ppfndlfeojaj7iikpuitbcxogi

ARENA - Dynamic Run-Time Map Generation for Multiplayer Shooters [chapter]

Anand Bhojan, Hong Wei Wong
2014 Lecture Notes in Computer Science  
In this paper, we present simple and novel method to procedurally generate the game maps for multiplayer shooter games faster (in order of seconds) without compromising the expected features of a good  ...  We will be employing a similar approach in our solution. Togelius et al. also managed to procedurally generate tracks for a racing game [15] and maps for strategy game Starcraft [16] .  ...  PCG's influence extends to racing games like Gran Turismo 5, which procedurally generates its tracks [13] . First Person Shooter (FPS) Borderlands series procedurally generates weapons [5] .  ... 
doi:10.1007/978-3-662-45212-7_19 fatcat:e6lfas6wmbha5pr63wpfof2apa

The 2009 Simulated Car Racing Championship

Daniele Loiacono, Pier Luca Lanzi, Julian Togelius, Enrique Onieva, David A Pelta, Martin V Butz, Thies D Lönneker, Luigi Cardamone, Diego Perez, Yago Sáez, Mike Preuss, Jan Quadflieg
2010 IEEE Transactions on Computational Intelligence and AI in Games  
Finally, we summarize the championship results, followed by a discussion about what the organizers learned about 1) the development of high-performing car racing controllers and 2) the organization of  ...  In this paper, we overview the 2009 Simulated Car Racing Championship-an event comprising three competitions held in association with the 2009 IEEE Congress on Evolutionary Computation (CEC), the 2009  ...  ACKNOWLEDGMENT The organizers of the championship, D. Loiacono, P. L. Lanzi, and J.  ... 
doi:10.1109/tciaig.2010.2050590 fatcat:uqxuu55u6zgy7ne5cabbhrjeiy

2011 IEEE Conference on Computational Intelligence and Games [Conference Reports]

Kyung-joong Kim, Sung-bae Cho
2012 IEEE Computational Intelligence Magazine  
In the simulated car racing competition, organizers introduced the use of interactive evolution to generate the new test tracks which were unknown to the participants before the event.  ...  They showed a lot of examples for the games of Super Mario, Tomb Raider: Underworld, Simulated Car Racing, StarCraft, FPS game, and physical interactive games.  ... 
doi:10.1109/mci.2011.2177029 fatcat:jd47zneiavdwtld6xgyx47vzby
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