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Procedural video game scene generation by genetic and neutrosophic WASPAS algorithms

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Date
2022
Author
Petrovas, Aurimas
Baušys, Romualdas
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Abstract
The demand for automated game development assistance tools can be fulfilled by computational creativity algorithms. The procedural generation is one of the topics for creative content development. The main procedural generation challenge for game level layout is how to create a diverse set of levels that could match a human-crafted game scene. Our game scene layouts are created randomly and then sculpted using a genetic algorithm. To address the issue of fitness calculation with conflicting criteria, we use weighted aggregated sum product assessment (WASPAS) in a single-valued neutrosophic set environment (SVNS) that models the indeterminacy with truth, intermediacy, and falsehood memberships. Results are presented as an encoded game object grid where each game object type has a specific function. The algorithm creates a diverse set of game scene layouts by combining game rules validation and aesthetic principles. It successfully creates functional aesthetic patterns without specifically defining the shapes of the combination of games’ objects.
Issue date (year)
2022
URI
https://etalpykla.vilniustech.lt/handle/123456789/112461
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  • Straipsniai Web of Science ir/ar Scopus referuojamuose leidiniuose / Articles in Web of Science and/or Scopus indexed sources [7946]

 

 

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