cec 2012
DESCRIPTION
Survey of terrain generation techniques.TRANSCRIPT
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© 2012 PosterPresentations.com 2117 Fourth Street , Unit C Berkeley CA 94710 [email protected]
Authors: T. Ong, R. Saunders, J. Keyser, J. Leggett
Sample Paper: “Terrain generation using genetic algorithms”
Genotype: List of transform operations for control points on a height-map. Operations include translate, rotate,
and raise/lower.
Fitness Evaluation: Similarity measure between a candidate and the initial population.
Parent Selection: Not stated.
Seeding: Initial population made of sample terrains from geospatial height-map data.
Crossover: One-point crossover of the operator lists of two parents.
Mutation: Add or change a transform operation of a candidate.
Approach Fitness Evaluation Refinement Variety Control Game Integration Ideal Use
Ong et al. Compared to example terrains. High Low Medium Low Simulated natural terrain. Could be used in games such as flight simulators that need large, natural terrain.
Ashlock et al. Compared to idealized terrain. Medium Low Medium Low Where single feature terrains and fractal terrains are applicable. Simulation applications.
Walsh and Gade Interactive evolution. High Low High Low Evolutionary art where a single screen capture is more desirable then a playable game.
Frade et al. Interactive evolution. Accessibility metric. Obstacle length metric.
Medium High Low Medium Early approaches for evolutionary art or games with eccentric terrain. Later approaches for games that require predominately flat terrain.
Togelius et al. Multiobjective evolution for base and resource distances and asymmetry of terrain.
High Medium Low High Real-time strategy games that use player bases and collectable resources.
Raffe et al. Two-levelled interactive evolution. High Medium High Medium As a development aid for game maps of all sizes.
RMIT University, Australia {william.raffe , fabio.zambetta , xiaodong.li} @rmit.edu.au
William Raffe, Fabio Zambetta, Xiaodong Li
A SURVEY OF PROCEDURAL TERRAIN GENERATION TECHNIQUES USING EVOLUTIONARY ALGORITHMS
Authors: D. Ashlock, S. Gent, K. Bryden
Sample Paper: “Evolution of l-systems for compact virtual landscape generation”
Genotype: 1) A list of L-system symbol replacement rules. Each symbol is replaced by 4 others in a replacement
and therefore grows two dimensionally. 2) A list of displacement values for each symbol in the grammar that is
used to convert the L-System into height-map data.
Fitness Evaluation: A similarity measure between a candidate and an idealized target terrain.
Parent Selection: Size 7 Tournament Selection. Replaces the least fit candidates.
Seeding: None (Random generation of initial population).
Crossover: Two-point crossover for both genotypes.
Mutation: Change one symbol replacement rule in a candidate by randomly changing the resulting symbol.
Change one displacement value in a candidate by stochastic stepping.
Authors: P. Walsh, P. Gade
Sample Paper: “Terrain generation using an interactive genetic algorithm”
Genotype: Parameter values in the form of 8-bit strings. Parameters include feature scale, spikiness, water
level, sun angle, and cloud coverage.
Fitness Evaluation: Interactive evolution.
Parent Selection: Tournament Selection with higher probability given to candidates that the user selected
through Interactive Evolution.
Seeding: A base terrain is provided and parameter changes applied to it to create candidates.
Crossover: One-point Crossover of two parents.
Mutation: Flipping a single bit in one or more of a child’s 8-bit parameter strings.
Authors: M. Frade, F. F. de Vega, C. Cotta
Sample Paper: “Evolution of artificial terrains for video games based on obstacles edge length”
Genotype: A tree of numerical and trigonometric operators with noise functions as terminal functions (leaf
nodes). Resulting program is applied to each height-map vertex coordinate to get a height value.
Fitness Evaluation: Interactive evolution. Accessibility measure. Obstacle length measure.
Parent Selection: Size 7 Tournament Selection.
Seeding: None (random generation of initial population).
Crossover: Sub-tree crossover – A random node from each parent is chosen and their respective sub-trees are
swapped.
Mutation: Addition or substitution of a tree node. Removal of a tree node and it’s sub-tree.
Authors: J. Togelius, M. Preuss, G. Yannakakis
Sample Paper: “Towards multiobjective procedural map generation”
Genotype: Each mountain created by a Gaussian curve on a height-map. Each peak/ridge has 5 parameter
values: 2 for standard deviation of a Gaussian distribution, 2 for the (x,y) coordinates of a mountain peak, and 1
for the height of the peak. Player bases and game resources have similar coordinate parameters.
Fitness Evaluation: Multiobjective evaluation of fitness measures that ensure dispersal of player bases on the
terrain, fair access to game resources from each base, and traversable paths between bases.
Parent Selection: Fittest candidate always chosen as parents.
Seeding: None (random generation of initial population).
Crossover: Simulated binary crossover.
Mutation: Probability based mutation of terrain parameters and base/resource coordinates.
Authors: W. Raffe, F. Zambetta, X. Li
Sample Paper: “Evolving patch-based games for use in video games”
Genotype: NxN grid of identifiers. Each identifier is associated with a unique, pre-made patch of height-map
terrain data.
Fitness Evaluation: Interactive evolution.
Parent Selection: Parents chosen solely through interactive evolution.
Seeding: Pre-made terrains are provided to program which are decomposed into smaller patches of height-map
data and given unique identifiers. These are also used as the initial population.
Crossover: Uniform crossover - Each patch identifier of each parent has a probability of appearing in a child.
Mutation: Each patch identifier in a new child given a probability to mutate. A randomly selected patch replaces
the existing patch.
Summary
Procedurally generated terrains have been successfully used in numerous applications over the last three decades.
They are predominantly utilized in media applications, such as video games, animations, and simulations, where they
are used either as designer aids, to provide expansive virtual environments to navigate, or to provide a believable
backdrop to an existing scene.
Recently, the use of Evolutionary Algorithms (EA) during the procedural terrain generation process has been proposed
and is now a growing field. The use of EA allows for more control to be exerted on the terrain generation process. Most
existing procedural terrain generation systems are designed for a specific application, however the inclusion of EA has
the potential result in algorithms that can produce not only a higher variety of terrains but also terrains that can be
sculpted at a finer resolution.
This poster displays the six primary approaches that have been published thus far. A summary of the EA structure used
in each is provided as well as an accompanying image from the respective papers. A table of comparisons is also
provided, analyzing each technique with the specific purpose of generating terrain to be used in video games.
Acknowledgments
All images belong to their respective authors and those included in the conference
proceedings are done so with consent of the primary author of each paper.
Each one of the approaches shown here has its own advantages and disadvantages and each of them provides new
ideas and highlights new challenges to overcome. By reviewing them it has been shown that the focus of this research
field in the future needs to be directed towards:
• Finding a robust genotype representation. A superior genotype should allow for a variety of terrains to be generated
so that it can be used for multiple applications, allow for a high level of refinement to produce detailed terrain, and
provide enough control such that terrain can be created to meet a user’s requirements.
• Finding strong fitness evaluation methods that can be used to score each candidate for the purposes of playability in
video games, believability in animations and simulations, and aesthetics in art.
• Investigating and agreeing upon a standardised metric that can be used to evaluate the performance of these types
of evolutionary procedural terrain generation algorithms.
Conclusions