Abstract
The internal layouts of buildings in video games are usually designed by hand, but the increasingly expansive and realistic nature of virtual worlds introduces scalability issues which make manual design methods impractical. We present a new methodology that uses a multi-objective evolutionary algorithm to automatically generate building layouts. The method accepts highly versatile input constraints, encoding layouts using a flexible binary tree representation and evaluating them on a range of criteria to ensure authentic results. Tests demonstrate that the method works well for a variety of problem instances representing an apartment, a family house, and an office floor; the ability to generate solutions for different types of buildings and to incorporate non-rectangular spaces shows greater versatility than many previous methods.
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Chia, D., While, L. (2014). Automated Design of Architectural Layouts Using a Multi-Objective Evolutionary Algorithm. In: Dick, G., et al. Simulated Evolution and Learning. SEAL 2014. Lecture Notes in Computer Science, vol 8886. Springer, Cham. https://doi.org/10.1007/978-3-319-13563-2_64
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DOI: https://doi.org/10.1007/978-3-319-13563-2_64
Publisher Name: Springer, Cham
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