Abstract
This work investigates how to incorporate real-world data into game content so that the content is playable and enjoyable while not misrepresenting the data. We propose a method for generating balanced Civilization maps based on Open Data, describing how to acquire, transform and integrate information from different sources into a single content. Furthermore, we evolve players' initial positions in order to obtain balanced maps, while trying to minimize information accuracy loss. In addition, this paper describes a tool to assist users in this process. Maps generated using these method and tool are playable and balanced yet faithful to the original sources.
| Original language | English |
|---|---|
| Journal | I E E E Transactions on Evolutionary Computation |
| Pages (from-to) | 1482 - 1489 |
| Number of pages | 8 |
| ISSN | 1089-778X |
| DOIs | |
| Publication status | Published - 2015 |
| Event | IEEE Congress on Evolutionary Computation - Sendai International center , Sendai, Japan Duration: 25 May 2015 → 28 May 2015 http://www.cec2015.org/ |
Conference
| Conference | IEEE Congress on Evolutionary Computation |
|---|---|
| Location | Sendai International center |
| Country/Territory | Japan |
| City | Sendai |
| Period | 25/05/2015 → 28/05/2015 |
| Internet address |
Keywords
- Game content generation
- Open Data integration
- Balanced Civilization maps
- Data transformation
- Player experience optimization
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