Comparative Analysis of Metaheuristic Algorithms for Procedural Race Track Generation in Games

Procedural Content Generation (PCG) aims to automatically generate the content of games using algorithmic approaches, as this can reduce the cost of game design and development. PCG algorithms can be applied to all elements of a game, including terrain, maps, stories, dialogues, quests, and characters. A wide variety of search algorithms can be applied to PCG problems; however, those most often used are variations of evolutionary algorithms. This study focuses on comparing three metaheuristic approaches applied to racetrack games, with the specific goal of evaluating the effectiveness of different algorithms in producing game content. To that end, a Genetic Algorithm (GA), Artificial Bee Colony (ABC), and Particle Swarm Optimization (PSO) are applied to a game-level design task to attempt to identify any discernible differences in their performance and identify whether alternative algorithms offer desirable performance characteristics. The results of the study indicate that both the ABC and PSO approaches offer potential advantages to Genetic Algorithm implementation.

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Publication Details

Journal
International Journal of Applied Metaheuristic Computing
Published
2024-08-12
DOI
https://doi.org/10.4018/ijamc.350330
Citations
3
Primary Topic
Artificial Intelligence in Games
Type
article
Field-Weighted Citation Impact
1.04
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article

Comparative Analysis of Metaheuristic Algorithms for Procedural Race Track Generation in Games

Sana Alyaseri, Andy Conner
3 citations
International Journal of Applied Metaheuristic Computing
Artificial Intelligence in Games
1.04
article

Comparative Analysis of Metaheuristic Algorithms for Procedural Race Track Generation in Games

Sana Alyaseri, Andy Conner
article en
3 citations

Abstract

Procedural Content Generation (PCG) aims to automatically generate the content of games using algorithmic approaches, as this can reduce the cost of game design and development. PCG algorithms can be applied to all elements of a game, including terrain, maps, stories, dialogues, quests, and characters. A wide variety of search algorithms can be applied to PCG problems; however, those most often used are variations of evolutionary algorithms. This study focuses on comparing three metaheuristic approaches applied to racetrack games, with the specific goal of evaluating the effectiveness of different algorithms in producing game content. To that end, a Genetic Algorithm (GA), Artificial Bee Colony (ABC), and Particle Swarm Optimization (PSO) are applied to a game-level design task to attempt to identify any discernible differences in their performance and identify whether alternative algorithms offer desirable performance characteristics. The results of the study indicate that both the ABC and PSO approaches offer potential advantages to Genetic Algorithm implementation.

International Journal of Applied Metaheuristic ComputingVol. 15(1)
Auckland University of Technology (NZ), Whitecliffe College of Arts and Design (NZ)
Peace, Justice and strong institutions
Openalex Percentile: Top 20%
Artificial Intelligence in Games
1.04
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