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Sentient World: Human-Based Procedural Cartography

An Experiment in Interactive Sketching and Iterative Refining

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Part of the book series: Lecture Notes in Computer Science ((LNTCS,volume 7834))

Abstract

This paper presents a first step towards a computer-aided design tool for the creation of game maps. The tool, named Sentient World, allows the designer to draw a rough terrain sketch, adding extra levels of detail through stochastic and gradient search. Novelty search generates a number of dissimilar artificial neural networks that are trained to approximate a designer’s sketch and provide maps of higher resolution back to the designer. As the procedurally generated maps are presented to the designer (to accept, reject, or edit) the terrain sketches are iteratively refined into complete high resolution maps which may diverge from initial designer concepts. Results obtained on a number of test maps show that novelty search is beneficial for introducing divergent content to the designer without reducing the speed of iterative map refinement.

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Liapis, A., Yannakakis, G.N., Togelius, J. (2013). Sentient World: Human-Based Procedural Cartography. In: Machado, P., McDermott, J., Carballal, A. (eds) Evolutionary and Biologically Inspired Music, Sound, Art and Design. EvoMUSART 2013. Lecture Notes in Computer Science, vol 7834. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-36955-1_16

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  • DOI: https://doi.org/10.1007/978-3-642-36955-1_16

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-36954-4

  • Online ISBN: 978-3-642-36955-1

  • eBook Packages: Computer ScienceComputer Science (R0)

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