Map Generation and Balance in the Terra Mystica Board Game Using Particle Swarm and Local Search

Author:

de Araújo Luiz Jonatã Pires,Grichshenko Alexandr,Pinheiro Rodrigo Lankaites,Saraiva Rommel D.,Gimaeva Susanna

Publisher

Springer International Publishing

Reference22 articles.

1. Alam, M.N.: Particle swarm optimization: algorithm and its codes in MATLAB, pp. 1–10. ResearchGate (2016)

2. Grichshenko, A., Jonatã, L., de Araújo, P., Gimaeva, S., Brown, J.A.: Using Tabu search algorithm for map generation in the Terra Mystica tabletop game (2020)

3. Araújo, L.J., Özcan, E., Atkin, J.A., Baumers, M.: A part complexity measurement method supporting 3D printing. In: NIP and Digital Fabrication Conference, vol. 2016, pp. 329–334. Society for Imaging Science and Technology (2016)

4. Ashlock, D., Lee, C., McGuinness, C.: Search-based procedural generation of maze-like levels. IEEE Trans. Comput. Intell. AI Games 3(3), 260–273 (2011)

5. Barros, G.A., Togelius, J.: Balanced civilization map generation based on open data. In: 2015 IEEE Congress on Evolutionary Computation (CEC), pp. 1482–1489. IEEE (2015)

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