Using Tabu Search Algorithm for Map Generation in the Terra Mystica Tabletop Game

Alexandr Grichshenko, Luiz Jonatã Pires de Araújo, Susanna Gimaeva, J. A. Brown
{"title":"Using Tabu Search Algorithm for Map Generation in the Terra Mystica Tabletop Game","authors":"Alexandr Grichshenko, Luiz Jonatã Pires de Araújo, Susanna Gimaeva, J. A. Brown","doi":"10.1145/3396474.3396492","DOIUrl":null,"url":null,"abstract":"Tabu Search (TS) metaheuristic improves simple local search algorithms (e.g. steepest ascend hill-climbing) by enabling the algorithm to escape local optima points. It has shown to be useful for addressing several combinatorial optimization problems. This paper investigates the performance of TS and considers the effects of the size of the Tabu list and the size of the neighbourhood for a procedural content generation, specifically the generation of maps for a popular tabletop game called Terra Mystica. The results validate the feasibility of the proposed method and how it can be used to generate maps that improve existing maps for the game.","PeriodicalId":408084,"journal":{"name":"Proceedings of the 2020 4th International Conference on Intelligent Systems, Metaheuristics & Swarm Intelligence","volume":"207 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2020-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 2020 4th International Conference on Intelligent Systems, Metaheuristics & Swarm Intelligence","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3396474.3396492","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2

Abstract

Tabu Search (TS) metaheuristic improves simple local search algorithms (e.g. steepest ascend hill-climbing) by enabling the algorithm to escape local optima points. It has shown to be useful for addressing several combinatorial optimization problems. This paper investigates the performance of TS and considers the effects of the size of the Tabu list and the size of the neighbourhood for a procedural content generation, specifically the generation of maps for a popular tabletop game called Terra Mystica. The results validate the feasibility of the proposed method and how it can be used to generate maps that improve existing maps for the game.
基于禁忌搜索算法的桌面游戏《神秘之地》地图生成
禁忌搜索(TS)元启发式改进了简单的局部搜索算法(如最陡爬坡),使算法能够逃避局部最优点。它已被证明对解决几个组合优化问题是有用的。本文研究了TS的性能,并考虑了Tabu列表大小和邻域大小对程序内容生成的影响,特别是流行桌面游戏《Terra Mystica》的地图生成。结果验证了所提出的方法的可行性,以及如何使用它来生成地图,以改进现有的游戏地图。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信