2011
DOI: 10.1109/tciaig.2011.2163692
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Automatic Track Generation for High-End Racing Games Using Evolutionary Computation

Abstract: Abstract-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 assortments of turns and straights it contains), and in terms of driving experience it provides (… Show more

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Cited by 47 publications
(29 citation statements)
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“…Pushing the car to the limits and handling tight turns at high speeds is what engages the users in that category of games. Loiacono et al (2011) derived an algorithm for generating new tracks in a car simulator using single and multi-objective genetic algorithms. Through certain constraints (e.g.…”
Section: User Generated Adaptive Content and Trainingmentioning
confidence: 99%
See 1 more Smart Citation
“…Pushing the car to the limits and handling tight turns at high speeds is what engages the users in that category of games. Loiacono et al (2011) derived an algorithm for generating new tracks in a car simulator using single and multi-objective genetic algorithms. Through certain constraints (e.g.…”
Section: User Generated Adaptive Content and Trainingmentioning
confidence: 99%
“…and the use of polar coordinates, their algorithm fills the path through particular "control" points that the road needs to cross. Cardamone et al (2011) proposed a framework for advancing the Loiacono et al (2011) algorithm through a human-assisted generation of tracks. Subjects voted for each generated track using scoring interfaces (5 Likert scale or Boolean type) that were influencing the algorithm over the next generations of tracks.…”
Section: User Generated Adaptive Content and Trainingmentioning
confidence: 99%
“…Taking the research to the next step, Loiacono et al [9] derived an algorithm for generating new tracks in a car simulator (TORCS) using single and multi-objective genetic algorithms. By maximising the entropy of certain criteria (e.g.…”
Section: Related Workmentioning
confidence: 99%
“…In general, what mainly changes amongst several approaches is the chosen threshold of randomness and the way it is applied to the problem. Evolutionary algorithms, which involve random mutations, are often applied to the procedural generation of characters [8], terrains [9], tracks for racing games [10] and others. However, as previously addressed, deterministic algorithms can also be classified as procedural.…”
Section: Literature Reviewmentioning
confidence: 99%