Terrain generation using genetic algorithms Conference Paper uri icon

abstract

  • We propose a method for applying genetic algorithms to create 3D terrain data sets. Existing procedural algorithms for generation of terrain have several shortcomings. The most popular approach, fractal-based terrain generation, is efficient, but is difficult for a user to control. Other methods tend to require too much user input. In this paper, we provide an alternative method of terrain generation that uses a two-pass genetic algorithm approach to produce a variety of terrain types using only intuitive user inputs. We allow a user to specify a rough sketch of terrain region boundaries, and we refine these boundaries using a genetic algorithm. We then couple this with a database of given terrain data to generate an artificial terrain, which we optimize using a second genetic algorithm. Copyright 2005 ACM.

name of conference

  • Proceedings of the 7th annual conference on Genetic and evolutionary computation

published proceedings

  • GECCO 2005: Genetic and Evolutionary Computation Conference, Vols 1 and 2

author list (cited authors)

  • Ong, T. J., Saunders, R., Keyser, J., & Leggett, J. J.

citation count

  • 23

complete list of authors

  • Ong, Teong Joo||Saunders, Ryan||Keyser, John||Leggett, John J

publication date

  • January 2005