rdf-syntax-grammar
mods:
  schema location: http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-2.xsd
  title info:
    title: Exploring representation in evolutionary level design
  name:
    name part: Ashlock, Daniel
    role:
      role term: creator
    role:
      role term: author.
  name:
    name part: Morgan & Claypool Publishers
  type of resource: text
  genre: abstract or summary
  genre: Electronic books.
  origin info:
    place:
      place term: cau
    date issued: 2018
    issuance: monographic
  language:
    language term: eng
  physical description:
    reformatting quality: access
    form: remote
    extent: 1 online resource (xiii, 141 pages) : illustrations.
  abstract: Automatic content generation is the production of content for games, web pages, or other purposes by procedural means. Search-based automatic content generation employs search-based algorithms to accomplish automatic content generation. This book presents a number of different techniques for search-based automatic content generation where the search algorithm is an evolutionary algorithm. The chapters treat puzzle design, the creation of small maps or mazes, the use of L-systems and a generalization of L-system to create terrain maps, the use of cellular automata to create maps, and, finally, the decomposition of the design problem for large, complex maps culminating in the creation of a map for a fantasy game module with designer-supplied content and tactical features. The evolutionary algorithms used for the different types of content are generic and similar, with the exception of the novel sparse initialization technique are presented in Chapter 2. The points where the content generation systems vary are in the design of their fitness functions and in the way the space of objects being searched is represented. A large variety of different fitness functions are designed and explained, and similarly radically different representations are applied to the design of digital objects all of which are, essentially, maps for use in games.
  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 --
  table of contents: 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 --
  table of contents: 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 --
  table of contents: 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 --
  table of contents: 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 --
  table of contents: 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 --
  table of contents: Bibliography -- Author's biography.
  target audience: specialized
  note: Daniel Ashlock.
  note: Part of: Synthesis digital library of engineering and computer science.
  note: Abstract freely available; full-text restricted to subscribers or individual document purchasers.
  note: Compendex
  note: Google book search
  note: Google scholar
  note: INSPEC
  note: Also available in print.
  note: Mode of access: World Wide Web.
  note: Includes bibliographical references (pages 133-139).
  subject:
    topic: Computer games
    topic: Design
  subject:
    topic: Evolutionary computation
  subject:
    topic: automatic design
  subject:
    topic: cellular automata
  subject:
    topic: content generation
  subject:
    topic: evolutionary computation
  subject:
    topic: level design
  subject:
    topic: procedural content generation
  subject:
    topic: terrain maps
  classification: TA347.E96 A833 2018
  classification: 006.3823
  related item:
    note: Compendex
  related item:
    note: Google book search
  related item:
    note: Google scholar
  related item:
    note: INSPEC
  related item:
    title info:
      title: Synthesis digital library of engineering and computer science
  related item:
    title info:
      title: Synthesis lectures on games and computational intelligence ; # 3
  identifier: 9781681733319
  identifier: 9781681733302
  identifier: 9781681733326
  identifier: https://dx.doi.org/10.2200/S00840ED1V01Y201803GCI003
  access condition: Abstract freely available; full-text restricted to subscribers or individual document purchasers.
  record info:
    record content source: CaBNVSL
    record creation date: 180525
    record change date: 20210304161508.0
    record identifier: in00004034427
    language of cataloging:
      language term: eng