Descripción
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This paper presents a mechanism to generate virtual buildings considering designer constraints and guidelines. This mechanism is implemented as a pipeline of different Variable Neighborhood Search (VNS) optimization processes in which several subproblems are tackled (1) rooms locations, (2) connectivity graph, and (3) element placement. The core VNS algorithm includes some variants to improve its performance, such as, for example constraint handling and biased operator selection. The optimization process uses a toolkit of construction primitives implemented as "smart objects" providing basic elements such as rooms, doors, staircases and other connectors. The paper also shows experimental results of the application of different designer constraints to a wide range of buildings from small houses to a large castle with several underground levels. | |
Internacional
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Si |
Nombre congreso
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Computational Intelligence in Games |
Tipo de participación
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960 |
Lugar del congreso
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Dortmund |
Revisores
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Si |
ISBN o ISSN
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978-1-4799-3546-8 |
DOI
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10.1109/CIG.2014.6932902 |
Fecha inicio congreso
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26/07/2014 |
Fecha fin congreso
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29/08/2014 |
Desde la página
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1 |
Hasta la página
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8 |
Título de las actas
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Computational Intelligence and Games (CIG), 2014 IEEE Conference on |