A procedural balanced map generator with self-adaptive complexity for the real-time strategy game planet wars

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Abstract

Procedural content generation (PCG) is the programmatic generation of game content using a random or pseudo-random process that results in an unpredictable range of possible gameplay spaces. This methodology brings many advantages to game developers, such as reduced memory consumption. This works presents a procedural balanced map generator for a real-time strategy game: Planet Wars. This generator uses an evolutionary strategy for generating and evolving maps and a tournament system for evaluating the quality of these maps in terms of their balance. We have run several experiments obtaining a set of playable and balanced maps. © Springer-Verlag Berlin Heidelberg 2013.

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APA

Lara-Cabrera, R., Cotta, C., & Fernández-Leiva, A. J. (2013). A procedural balanced map generator with self-adaptive complexity for the real-time strategy game planet wars. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 7835 LNCS, pp. 274–283). Springer Verlag. https://doi.org/10.1007/978-3-642-37192-9_28

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