Sentient World: Human-Based Procedural Cartography

An Experiment in Interactive Sketching and Iterative Refining
  • Antonios Liapis
  • Georgios N. Yannakakis
  • Julian Togelius
Part of the Lecture Notes in Computer Science book series (LNCS, 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.

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    Ashlock, D., Gent, S., Bryden, K.: Embryogenesis of artificial landscapes. In: Design by Evolution. Natural Computing Series, pp. 203–221. Springer, Heidelberg (2008)CrossRefGoogle Scholar
  2. 2.
    Baluja, S., Pomerleau, D., Jochem, T.: Towards automated artificial evolution for computer-generated images. Musical Networks, 341–370 (1999)Google Scholar
  3. 3.
    Dart, I.M., De Rossi, G., Togelius, J.: Speedrock: procedural rocks through grammars and evolution. In: Proceedings of the 2nd International Workshop on Procedural Content Generation in Games. ACM (2011)Google Scholar
  4. 4.
    Doran, J., Parberry, I.: Controlled procedural terrain generation using software agents. IEEE Transactions on Computational Intelligence and AI in Games 2(2), 111–119 (2010)CrossRefGoogle Scholar
  5. 5.
    Fournier, A., Fussell, D., Carpenter, L.: Computer rendering of stochastic models. Communications of the ACM 25(6), 371–384 (1982)CrossRefGoogle Scholar
  6. 6.
    Gain, J., Marais, P., Straßer, W.: Terrain sketching. In: Proceedings of the Interactive 3D Graphics and Games Symposium, pp. 31–38. ACM (2009)Google Scholar
  7. 7.
    Hoover, A.K., Szerlip, P.A., Stanley, K.O.: Interactively evolving harmonies through functional scaffolding. In: Proceedings of the Genetic and Evolutionary Computation Conference, pp. 387–394. ACM (2011)Google Scholar
  8. 8.
    Lehman, J., Stanley, K.O.: Abandoning objectives: Evolution through the search for novelty alone. Evolutionary Computation 19(2), 189–223 (2011)CrossRefGoogle Scholar
  9. 9.
    Li, Q., Wang, G., Zhou, F., Tang, X., Yang, K.: Example-Based Realistic Terrain Generation. In: Pan, Z., Cheok, D.A.D., Haller, M., Lau, R., Saito, H., Liang, R. (eds.) ICAT 2006. LNCS, vol. 4282, pp. 811–818. Springer, Heidelberg (2006)CrossRefGoogle Scholar
  10. 10.
    Liapis, A., Yannakakis, G.N., Togelius, J.: Neuroevolutionary constrained optimization for content creation. In: Proceedings of the IEEE Conference on Computational Intelligence and Games, pp. 71–78 (2011)Google Scholar
  11. 11.
    Liapis, A., Yannakakis, G.N., Togelius, J.: Adapting models of visual aesthetics for personalized content creation. IEEE Transactions on Computational Intelligence and AI in Games 4(3), 213–228 (2012)CrossRefGoogle Scholar
  12. 12.
    Machado, P., Romero, J., Santos, A., Cardoso, A., Pazos, A.: On the development of evolutionary artificial artists. Computers & Graphics 31(6), 818–826 (2007)CrossRefGoogle Scholar
  13. 13.
    Machado, P., Romero, J., Manaris, B., Santos, A., Cardoso, A.: Power to the critics — A framework for the development of artificial art critics. In: Proceedings of the IJCAI Workshop on Creative Systems (2003)Google Scholar
  14. 14.
    Machado, P., Romero, J., Santos, M.L., Cardoso, A., Manaris, B.: Adaptive Critics for Evolutionary Artists. In: Raidl, G.R., Cagnoni, S., Branke, J., Corne, D.W., Drechsler, R., Jin, Y., Johnson, C.G., Machado, P., Marchiori, E., Rothlauf, F., Smith, G.D., Squillero, G. (eds.) EvoWorkshops 2004. LNCS, vol. 3005, pp. 437–446. Springer, Heidelberg (2004)CrossRefGoogle Scholar
  15. 15.
    Olsen, J.: Realtime procedural terrain generation: Realtime synthesis of eroded fractal terrain for use in computer games. Tech. rep., University of Southern Denmark (2004)Google Scholar
  16. 16.
    Ong, T.J., Saunders, R., Keyser, J., Leggett, J.J.: Terrain generation using genetic algorithms. In: Proceedings of the Genetic and Evolutionary Computation Conference, pp. 1463–1470. ACM (2005)Google Scholar
  17. 17.
    Rumelhart, D.: Backpropagation: theory, architectures, and applications. Lawrence Erlbaum (1995)Google Scholar
  18. 18.
    Smelik, R.M., Tutenel, T., de Kraker, K.J., Bidarra, R.: A declarative approach to procedural modeling of virtual worlds. Computers & Graphics 35(2), 352–363 (2011)CrossRefGoogle Scholar
  19. 19.
    Stanley, K.O.: Exploiting regularity without development. In: Proceedings of the AAAI Fall Symposium on Developmental Systems. AAAI Press (2006)Google Scholar
  20. 20.
    Stanley, K.O., Miikkulainen, R.: Evolving neural networks through augmenting topologies. Evolutionary Computation 10(2), 99–127 (2002)CrossRefGoogle Scholar
  21. 21.
    Takagi, H.: Interactive evolutionary computation: Fusion of the capabilities of EC optimization and human evaluation. Proceedings of the IEEE 89(9), 1275–1296 (2001) (invited paper)Google Scholar
  22. 22.
    Zhou, H., Sun, J., Turk, G., Rehg, J.M.: Terrain synthesis from digital elevation models. IEEE Transactions on Visualization and Computer Graphics 13(4), 834–848 (2007)CrossRefGoogle Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2013

Authors and Affiliations

  • Antonios Liapis
    • 1
  • Georgios N. Yannakakis
    • 1
    • 2
  • Julian Togelius
    • 1
  1. 1.Center for Computer Games ResearchIT University of CopenhagenCopenhagenDenmark
  2. 2.Department of Digital GamesUniversity of MaltaMsidaMalta

Personalised recommendations