Evolution of artificial terrains for video games based on obstacles edge length.
Miguel FradeFrancisco Fernández de VegaCarlos CottaPublished in: IEEE Congress on Evolutionary Computation (2010)
Keyphrases
- video games
- artificial life
- learning experience
- game play
- educational games
- game design
- game playing
- learning tools
- artificial intelligence
- commercial games
- edge detection
- computer games
- weighted graph
- virtual environment
- serious games
- edge information
- game based learning
- mathematics learning
- computer graphics
- multiscale
- case study
- multimedia
- role playing game
- computer supported collaboration
- machine learning