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).’
HA, CC, HE, CCF, HE
Cardamone, L., Loiacono, D., & Lanzi, P. L. (2011, July). Interactive evolution for the procedural generation of tracks in a high-end racing game. In Proceedings of the 13th annual conference on Genetic and evolutionary computation (pp. 395-402). ACM.
FLOW OF THE CREATIVE PROCESS:
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