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Generation of Tracks in a High-End Racing Game

“Example of track evolved in single-user mode: (a) shape of the track as used during the evolution; (b), (c), and (d) actual in-game renderings”. See full paper for copyright details.

This system uses search-based procedural content generation to assist a game designer in designing tracks for a car racing game. The designer sets high-level constraints for the generation (e.g. population size). The system produces a selection of tracks, which the designer then rates. The system then generates a new population of tracks based on the designer’s evaluation. The system can be used by one designer or a group of designers in collaboration.

This system’s ‘architecture comprises a web frontend and an evolutionary backend. The former manages the interaction with users (e.g., logs registered and anonymous users, collects evaluations, provides access to all the evolved populations) and maintains the database server that stores all the present/past populations. The latter runs all the tasks related to evolution (selection, recombination and mutation) and all the tasks related to the target racing game (e.g., the track generation).’

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Game Design

FLOW OF THE CREATIVE PROCESS:
COMPUTER HUMAN Ideate Constrain Produce Suggest Select Assess Adapt How to read this graph?