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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\udcomputation to the automatic generation of tracks for\udhigh-end racing games. The idea underlying our approach is\udthat diversity is a major source of challenge/interest for racing\udtracks and, eventually, might play a key role in contributing to the\udplayer’s fun. In particular, we focus on the diversity of a track in\udterms of its shape (i.e., the number and the assortment of turns\udand straights it contains), and in terms of driving experience it\udprovides (i.e., the range of speeds achievable while driving on the\udtrack). We define two fitness functions that capture our idea of\uddiversity as the entropy of the track’s curvature and speed profiles.\udWe apply both a single-objective and a multiobjective real-coded\udgenetic algorithm (GA) to evolve tracks involving both a wide\udvariety of turns and straights and also a large range of driving\udspeeds. The results we report show that both single-objective and\udmultiobjective approaches can successfully evolve tracks with a\udhigh degree of diversity both in terms of shape and achievable\udspeeds.
机译:在本文中,我们研究了进化\计算在\超高端赛车游戏的轨迹自动生成中的应用。我们的方法所基于的想法是\ ud多样性是比赛\ udtrack挑战/兴趣的主要来源,并且最终可能在促进\ udplayer的乐趣中发挥关键作用。特别是,我们着眼于轨道形状的多样性(即它所包含的转弯的数量和匝数\ udand直线的种类),以及在驾驶体验方面(它所提供的速度范围)在\ udtrack上行驶时可达到)。我们定义了两个适应度函数,它们将我们的“多样性”概念捕捉为轨道的曲率和速度分布的熵。\ ud我们同时应用了单目标和多目标实编码\预算算法(GA)来演化涉及宽范围的轨道\ ud各种弯道和直线,还有多种行驶\ udspeed。我们报告的结果表明,单目标方法和\\ uu多目标方法都可以成功地在形状和可实现的\ udspeed方面以\\非常高的多样性发展轨道。

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