Using Tabu Search Algorithm for Map Generation in the Terra Mystica Tabletop Game
June 04, 2020 Β· Declared Dead Β· π International Conferences on Intelligent Systems, Metaheuristics & Swarm Intelligence
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Authors
Alexandr Grichshenko, Luiz Jonata Pires de Araujo, Susanna Gimaeva, Joseph Alexander Brown
arXiv ID
2006.02716
Category
cs.AI: Artificial Intelligence
Cross-listed
cs.NE
Citations
5
Venue
International Conferences on Intelligent Systems, Metaheuristics & Swarm Intelligence
Last Checked
4 months ago
Abstract
Tabu Search (TS) metaheuristic improves simple local search algorithms (e.g. steepest ascend hill-climbing) by enabling the algorithm to escape local optima points. It has shown to be useful for addressing several combinatorial optimization problems. This paper investigates the performance of TS and considers the effects of the size of the Tabu list and the size of the neighbourhood for a procedural content generation, specifically the generation of maps for a popular tabletop game called Terra Mystica. The results validate the feasibility of the proposed method and how it can be used to generate maps that improve existing maps for the game.
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