Generating Real-Time Strategy Heightmaps using Cellular Automata

Peter Ziegler, S. Mammen
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Abstract

This paper presents a new approach of heightmap generation for Real-Time Strategy games (RTS) based on Cellular Automata (CA) in the context of various established techniques. The proposed approach uses different CA rulesets to generate and modify maps for the RTS game Supreme Commander. To evaluate the quality of the generated maps, a survey was conducted asking 30 participants about map quality compared to user-generated maps. The participants rated the maps more balanced and novel but less aesthetically pleasing. The paper concludes with according future work propositions to improve the presented approach.
使用元胞自动机生成实时策略高度图
本文提出了一种基于元胞自动机(CA)的实时策略游戏(RTS)高度图生成新方法。所提出的方法使用不同的CA规则集来生成和修改RTS游戏《Supreme Commander》的地图。为了评估生成地图的质量,对30名参与者进行了一项关于地图质量与用户生成地图的比较的调查。参与者认为这些地图更加平衡和新颖,但不那么美观。最后,提出了进一步改进该方法的工作建议。
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