论文标题
在Terra Mystica桌面游戏中使用Tabu搜索算法进行地图生成
Using Tabu Search Algorithm for Map Generation in the Terra Mystica Tabletop Game
论文作者
论文摘要
Tabu Search(TS)元关节化改进了简单的本地搜索算法(例如,最陡峭的山坡攀爬),使该算法能够逃脱本地的Optima点。它已显示可用于解决几个组合优化问题。本文研究了TS的性能,并考虑了禁忌列表的大小和邻里的大小的影响,尤其是在流行的桌面游戏Terra Mystica的过程中产生的地图。结果验证了所提出方法的可行性,以及如何使用它来生成可改善游戏现有地图的地图。
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.