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No Man’s Sky, Ephemeral Gaming by Choice

During the last weeks I have been playing now and again with No Man’s Sky, a space exploration game based on a vast procedurally generated universe. The game arrived surfing a wave of hype and expectations, only to break into a pandemonium of anger and disappointment shortly afterwards when the gaming community felt the game … Sigue leyendo

Starcraft GP nominated to the HUMIES award

Originalmente publicado en GeNeura Team:
This year we participated in the HUMIES awards with our paper “Towards Automatic StarCraft Strategy Generation Using Genetic Programming“, accepted at CIG2015, wrote in collaboration with Politecnico di Torino and INRA. Our paper was elected from 28 candidates to be part of the 8 finalists, so we can consider it…

Co-evolving Game Contents and AI

Evolutionary algorithms in particular and computational intelligence techniques in general have been often used to generate both the contents of a game (levels, maps, audiovisual elements, etc.) and the artificial intelligence governing the behavior of non-player characters (NPCs). These two tasks are often approached separately, i.e., the contents are usually generated either independently of the … Sigue leyendo

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