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首页> 外文期刊>Computational Intelligence and AI in Games, IEEE Transactions on >Automatic Track Generation for High-End Racing Games Using Evolutionary Computation
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Automatic Track Generation for High-End Racing Games Using Evolutionary Computation

机译:使用进化计算自动生成高端赛车游戏的赛道

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摘要

In this paper, we investigate the application of evolutionary computation to the automatic generation of tracks for high-end racing games. The idea underlying our approach is that diversity is a major source of challenge/interest for racing tracks and, eventually, might play a key role in contributing to the player's fun. In particular, we focus on the diversity of a track in terms of its shape (i.e., the number and the assortment of turns and straights it contains), and in terms of driving experience it provides (i.e., the range of speeds achievable while driving on the track). We define two fitness functions that capture our idea of diversity as the entropy of the track's curvature and speed profiles. We apply both a single-objective and a multiobjective real-coded genetic algorithm (GA) to evolve tracks involving both a wide variety of turns and straights and also a large range of driving speeds. The results we report show that both single-objective and multiobjective approaches can successfully evolve tracks with a high degree of diversity both in terms of shape and achievable speeds.
机译:在本文中,我们研究了进化计算在高端赛车游戏轨迹自动生成中的应用。我们的方法所基于的想法是,多样性是赛道挑战/兴趣的主要来源,并且最终可能在促进玩家乐趣方面发挥关键作用。特别地,我们关注于轨道的形状(即其包含的转弯和直线的数量和种类)以及提供的驾驶体验(即,驾驶时可达到的速度范围)的多样性在轨道上)。我们定义了两个适应度函数,它们捕捉了我们的多样性思想,即轨道的曲率和速度曲线的熵。我们同时应用单目标和多目标实编码遗传算法(GA)来开发涉及多种转弯和直线度以及大范围行驶速度的轨道。我们报告的结果表明,单目标方法和多目标方法都可以成功地在形状和可达到的速度方面发展出高度多样性的轨道。

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