TY - GEN
ID - cogprints5573
UR - http://cogprints.org/5573/
A1 - Togelius, Julian
A1 - De Nardi, Renzo
A1 - Lucas, Simon M.
Y1 - 2007///
N2 - Evolutionary algorithms are commonly used to create high-performing strategies or agents for computer games.
In this paper, we instead choose to evolve the racing tracks
in a car racing game. An evolvable track representation is
devised, and a multiobjective evolutionary algorithm maximises the entertainment value of the track relative to a particular human player. This requires a way to create accurate models of players' driving styles, as well as a tentative definition of when a racing track is fun, both of which are provided. We believe this approach opens up interesting new research questions and is potentially applicable to commercial racing games.
PB - IEEE
KW - Games
KW - Car Racing
KW - Evolution
KW - Neural Networks
TI - Towards automatic personalised content creation for racing games
AV - public
ER -