Human mosaic creation through agents and interactive genetic algorithms applied to videogames movements

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Abstract

In this essay the construction of an interactive genetic algorithm and agents based application will be described. This construction is driven to plan the development of a human mosaic, starting from an initial design and an adjustment of several parameters. In addition, the same idea of generation will be show as suitable to be applied to character group movements inside a videogame. The software developed is enclosed, as far as the "creative" part of the solution is concerned, inside the evolutionary computation paradigm; while into agent orientation regarding characters coordination. © Springer-Verlag Berlin Heidelberg 2007.

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APA

Sanjuán, O., García, G., Sáez, Y., & Luque, C. (2007). Human mosaic creation through agents and interactive genetic algorithms applied to videogames movements. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 4448 LNCS, pp. 470–476). Springer Verlag. https://doi.org/10.1007/978-3-540-71805-5_52

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