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DC Field | Value | Language |
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dc.creator.ID | PONTES, R. G. | pt_BR |
dc.creator.Lattes | http://lattes.cnpq.br/9198462377899767 | pt_BR |
dc.contributor.advisor1 | GOMES, Herman Martins. | |
dc.contributor.advisor1ID | GOMES, H. M. | pt_BR |
dc.contributor.advisor1Lattes | http://lattes.cnpq.br/4223020694433271 | pt_BR |
dc.contributor.referee1 | PIRES , Carlos Eduardo Santos. | |
dc.contributor.referee2 | MASSONI , Tiago Lima. | |
dc.publisher.country | Brasil | pt_BR |
dc.publisher.department | Centro de Engenharia Elétrica e Informática - CEEI | pt_BR |
dc.publisher.initials | UFCG | pt_BR |
dc.subject.cnpq | Ciência da Computação | pt_BR |
dc.title | Evolucionary procedural content generation for a endless platform game. | pt_BR |
dc.date.issued | 2020 | |
dc.description.abstract | Making innovative, cohesive and appealing games has become inherently more difficult given the ever increasing competition in the digital games’ market. Manually creating game content is expensive and time-consuming. Therefore, al ternative approaches for game content creation are relevant for increasing the efficiency of the game development process. This is where procedural techniques step in. Even though they have been used by commercial games since the 1980s, it was only in recent years that this kind of approach has been given the righteous attention in the academic context. In this work, we propose a procedural content generation approach for creating infinite environments for a 2D platform runner game. The approach consists of a Genetic Algorithm that innovatively takes into account environment aesthetics as well as game’s physics and rules in its fitness function. Therefore, the created environments should be pleasant and possible to be overcome by the player. An instantiation of the approach was developed using the Godot Game Engine. Time viability for in-game real-time generation and convergence to high/stable fitness values were experimentally evaluated. Our tests indicated parameter ranges that performed best in terms of environment quality and processing time were mutation rates between 0.5% and 1% aligned with a population ranging from 50 to 100 individuals. This approach is expandable to other games that have a tilemap-based environments. | pt_BR |
dc.identifier.uri | http://dspace.sti.ufcg.edu.br:8080/jspui/handle/riufcg/20221 | |
dc.date.accessioned | 2021-07-23T13:47:32Z | |
dc.date.available | 2021-07-23 | |
dc.date.available | 2021-07-23T13:47:32Z | |
dc.type | Trabalho de Conclusão de Curso | pt_BR |
dc.subject | Digital games | pt_BR |
dc.subject | Juegos digitales | pt_BR |
dc.subject | Jogos digitais | pt_BR |
dc.subject | Jeux numériques | pt_BR |
dc.subject | Game development | pt_BR |
dc.subject | Développement de jeux | pt_BR |
dc.subject | Desarrollo de juegos | pt_BR |
dc.subject | Desenvolvimento de jogos | pt_BR |
dc.subject | Artificial intelligence | pt_BR |
dc.subject | Artificial inteligência | pt_BR |
dc.subject | Artificiel intelligence | pt_BR |
dc.subject | Inteligência artificial | pt_BR |
dc.subject | Genetic algorithm | pt_BR |
dc.subject | Algoritmo genético | pt_BR |
dc.subject | Algorithme génétique | pt_BR |
dc.subject | Procedural genetic generation | pt_BR |
dc.subject | Genética processual geração | pt_BR |
dc.subject | Génétique procédurale génération | pt_BR |
dc.subject | Genética procedimental generación | pt_BR |
dc.subject | Automação em coleta de dados | pt_BR |
dc.subject | Automatización en la recopilación de datos | pt_BR |
dc.subject | Automatisation de la collecte de données | pt_BR |
dc.subject | Automation in data collection | pt_BR |
dc.rights | Acesso Aberto | pt_BR |
dc.creator | PONTES, Rafael Guerra de. | |
dc.publisher | Universidade Federal de Campina Grande | pt_BR |
dc.language | eng | pt_BR |
dc.title.alternative | Evolucionary procedural content generation for a endless platform game. | pt_BR |
dc.identifier.citation | PONTES, R. G. de. Evolucionary procedural content generation for a endless platform game. 13 f. Trabalho de Conclusão de Curso - Artigo (Curso de Bacharelado em Ciência da Computação) Graduação em Ciência da Computação, Centro de Engenharia Elétrica e Informática, Universidade Federal de Campina Grande - Paraíba - Brasil, 2020. Disponível em: http://dspace.sti.ufcg.edu.br:8080/jspui/handle/riufcg/20221 | pt_BR |
Appears in Collections: | Trabalho de Conclusão de Curso - Artigo - Ciência da Computação |
Files in This Item:
File | Description | Size | Format | |
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RAFAEL GUERRA DE PONTES - TCC CIÊNCIA DA COMPUTAÇÃO 2020.pdf | 1.31 MB | Adobe PDF | View/Open |
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