Lucas Ferreira

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—This paper presents a genetic algorithm (GA) for the procedural generation of levels in the Angry Birds game. The GA evaluates the levels based on a simulation which measures the elements' movement during a period of time. The algorithm's objective is to minimize this metric to generate stable structures. The level evaluation also considers some(More)
This paper presents a multi-population genetic algorithm for procedural generation of levels for platform games such as Super Mario Bros (SMB). The algorithm evolves four aspects of the game during its generations: terrain, enemies, coins and blocks. Each aspect has its own codification, population and fitness function. At the end of the evolution, the best(More)
This paper evaluates three different Evolutionary Algorithms (EAs) for generating non-player characters (NPCs) via Artificial Intelligence scripts for a Real Time Strategy (RTS) game. The first approach executes only a Genetic Algorithm (GA), while the second and third ones combine GA with a Dynamic Scripting approach. The Bos Wars game is used for testing(More)
This paper presents an estimation of distribution algorithm (EDA) to generate levels for physics-based puzzle games with the Angry Birds mechanics. The proposed EDA keeps three probability tables during its evolutionary process to sample new individuals that encode informations about the amount and placement of game objects inside the level. Sampled(More)
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