Abstract
In this essay the construction of an interactive genetic algorithm and agents based application will be described. This construction is driven to plan the development of a human mosaic, starting from an initial design and an adjustment of several parameters. In addition, the same idea of generation will be show as suitable to be applied to character group movements inside a videogame. The software developed is enclosed, as far as the “creative” part of the solution is concerned, inside the evolutionary computation paradigm; while into agent orientation regarding characters coordination.
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Sanjuán, O., García, G., Sáez, Y., Luque, C. (2007). Human Mosaic Creation Through Agents and Interactive Genetic Algorithms Applied to Videogames Movements. In: Giacobini, M. (eds) Applications of Evolutionary Computing. EvoWorkshops 2007. Lecture Notes in Computer Science, vol 4448. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-71805-5_52
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DOI: https://doi.org/10.1007/978-3-540-71805-5_52
Publisher Name: Springer, Berlin, Heidelberg
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