Kholimi, Ali Sofyan and Hamdani, Ahmad and Husniah, Lailatul (2018) Automatic Game World Generation for Platformer Games Using Genetic Algorithm. In: 5th International Conference on Electrical Engineering, Computer Science and Informatics (EECSI). IEEE, Malang, Indonesia, pp. 495-498. ISBN 978-1-5386-8402-3
Kholimi Hamdani Husniah - Procedural Content Generation Evolutionary Algorithm Genetic Algorithm Transition Graph.pdf
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Abstract
Most of the games rely on the game designer to design the level and environment. Increasing of game environment space scale followed by increasing of time and cost. Procedural Content Generation (PCG) is a method to solve this problem by generating a game environment space. In this paper, a PCG method proposed using a genetic algorithm approach to solve the problem in generating game environment. Transition graph adapted in the proposed method to make PCG generate difficulty level. The Index-based approach used to display the biome sequence. This approach displays the biome according to its index in the sequence.
Item Type: | Book Section / Proceedings |
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Keywords: | Procedural Content Generation, Evolutionary Algorithm, Genetic Algorithm, Transition Graph |
Subjects: | Q Science > Q Science (General) Q Science > QA Mathematics Q Science > QA Mathematics > QA75 Electronic computers. Computer science Q Science > QA Mathematics > QA76 Computer software T Technology > T Technology (General) |
Divisions: | Faculty of Engineering > Department of Informatics (55201) |
Depositing User: | maulana Maulana Chairudin |
Date Deposited: | 01 Mar 2024 02:04 |
Last Modified: | 01 Mar 2024 02:04 |
URI: | https://eprints.umm.ac.id/id/eprint/4417 |