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dc.contributor.authorBhurale, Lohit
dc.description.abstractThis paper deals with current an existing evolutionary algorithm used in procedural terrain generation content for video games which is gaining interest to lessen the development costs and meet desired user requirements in creating levels, maps, and 3D terrain. Our approach demonstrates the advantages of a two-level interactive parent selection mechanism with seamless patching done during the generation process, using genetic algorithm and evolutionary strategies. Genetic algorithm is applied with crossover and mutation to evolve the layout of the patches. On the other hand, evolutionary strategy is also evaluated. We have conducted a series of runs, resulting in visually comparing the terrains evolved through genetic and evolutionary strategy to find the best fitness for the generated terrains. Since the evolution is done through a two-level interactive process, the final selected terrains from the genetic and the evolutionary approach are evaluated by comparing the features that meet the user’s expectations.en_US
dc.publisherNorth Dakota State Universityen_US
dc.rightsNDSU Policy 190.6.2
dc.titleEvaluating Fitness of Patch-Based Terrains in the Use of Video Gamesen_US
dc.typeMaster's paperen_US
dc.date.accessioned2017-03-31T15:01:44Z
dc.date.available2017-03-31T15:01:44Z
dc.date.issued2017
dc.identifier.urihttp://hdl.handle.net/10365/25948
dc.subject.lcshVideo games -- Design.en_US
dc.subject.lcshThree-dimensional imaging.en_US
dc.subject.lcshInteractive computer graphics.en_US
dc.subject.lcshEvolutionary computation.en_US
dc.subject.lcshGenetic algorithms.en_US
dc.rights.urihttps://www.ndsu.edu/fileadmin/policy/190.pdf
ndsu.degreeMaster of Science (MS)en_US
ndsu.collegeEngineeringen_US
ndsu.departmentComputer Scienceen_US
ndsu.programComputer Scienceen_US
ndsu.advisorLudwig, Simone


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