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

Comparative Analysis of Metaheuristic Algorithms for Procedural Race Track Generation in Games
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Author(s): Sana Alyaseri (Whitecliffe College, New Zealand)and Andy Conner (Auckland University of Technology, New Zealand)
Copyright: 2024
Volume: 15
Issue: 1
Pages: 30
Source title: International Journal of Applied Metaheuristic Computing (IJAMC)
Editor(s)-in-Chief: Peng-Yeng Yin (Ming Chuan University, Taiwan)
DOI: 10.4018/IJAMC.350330

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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.

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