{"title":"审美地形程序数据库的创造力评估","authors":"Miguel Frade, F. F. Vega, C. Cotta","doi":"10.1109/CIG.2012.6374176","DOIUrl":null,"url":null,"abstract":"To speed up content creation video game industry is increasingly turning to procedural content generation methods. However, creating and fine tuning procedural algorithms is a time consuming task. To address this issue several Search-Based Procedural Content Generation (SBPCG) techniques have been devised. They propose to automatically search the right input parameters or to generate the procedure itself to produce content with the desired characteristics. In this paper we present a database with 17820 procedures generated by Genetic Terrain Programming (GTP), a SBPCG technique. Those procedures were evolved using the weighted sum of two morphological metrics to generate terrains with aesthetic appeal for video games. With this database we aim to establish a comparison base for future research regarding creativity of GTP and aesthetic terrains diversity.","PeriodicalId":288052,"journal":{"name":"2012 IEEE Conference on Computational Intelligence and Games (CIG)","volume":"55 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2012-12-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":"{\"title\":\"Aesthetic Terrain Programs database for creativity assessment\",\"authors\":\"Miguel Frade, F. F. Vega, C. Cotta\",\"doi\":\"10.1109/CIG.2012.6374176\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"To speed up content creation video game industry is increasingly turning to procedural content generation methods. However, creating and fine tuning procedural algorithms is a time consuming task. To address this issue several Search-Based Procedural Content Generation (SBPCG) techniques have been devised. They propose to automatically search the right input parameters or to generate the procedure itself to produce content with the desired characteristics. In this paper we present a database with 17820 procedures generated by Genetic Terrain Programming (GTP), a SBPCG technique. Those procedures were evolved using the weighted sum of two morphological metrics to generate terrains with aesthetic appeal for video games. With this database we aim to establish a comparison base for future research regarding creativity of GTP and aesthetic terrains diversity.\",\"PeriodicalId\":288052,\"journal\":{\"name\":\"2012 IEEE Conference on Computational Intelligence and Games (CIG)\",\"volume\":\"55 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2012-12-06\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"6\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2012 IEEE Conference on Computational Intelligence and Games (CIG)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/CIG.2012.6374176\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2012 IEEE Conference on Computational Intelligence and Games (CIG)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CIG.2012.6374176","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Aesthetic Terrain Programs database for creativity assessment
To speed up content creation video game industry is increasingly turning to procedural content generation methods. However, creating and fine tuning procedural algorithms is a time consuming task. To address this issue several Search-Based Procedural Content Generation (SBPCG) techniques have been devised. They propose to automatically search the right input parameters or to generate the procedure itself to produce content with the desired characteristics. In this paper we present a database with 17820 procedures generated by Genetic Terrain Programming (GTP), a SBPCG technique. Those procedures were evolved using the weighted sum of two morphological metrics to generate terrains with aesthetic appeal for video games. With this database we aim to establish a comparison base for future research regarding creativity of GTP and aesthetic terrains diversity.