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Louise Lawrence Supervisor: Dr Wolfgang Mayer
Using Genetic Algorithms to Procedurally Create Diverse and Interesting Explorable Buildings for Virtual Worlds Louise Lawrence Supervisor: Dr Wolfgang Mayer
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Why? Lack of diversity in buildings for virtual worlds
Time, cost, variety
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Comparison Computer Generated Player Created
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Procedural Generation
Rules (L-systems, grammars) Simple rules -> blandness Complexity -> unintuitive Not optimised for explorable buildings used in sandbox games
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Research Question Can we use genetic algorithms to make diverse, explorable buildings? Genetic Algorithm
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How? Genetic Algorithms
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Genetic Algorithms Adaptive gameplay
Multiple objectives/optimal solutions Diversity Used in engineering and architecture Step One: Generate population Step Two: Mix and match parts of individuals Step Three: Evaluate resulting individuals Step Four: Remove the poorest performing individuals Step Five: Go back to Step Two
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Tasks Generate Buildings Parametric shape grammar -> ensures explorable buildings Ensuring Diversity Multiple population Incorporating User Feedback Selecting preferred individuals
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Evaluation Proposed user study Users to test if there is diversity in the generated buildings If more time: Implement other means of generating buildings and comparing the system
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Summary Current systems inadequate for generating diversity in buildings, especially with the rise of open worlds and sandbox games Genetic algorithms as a potential promising approach to generating interesting and diverse buildings
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