Abstract
This paper presents a new approach of heightmap generation for Real-Time Strategy games (RTS) based on Cellular Automata (CA) in the context of various established techniques. The proposed approach uses different CA rulesets to generate and modify maps for the RTS game Supreme Commander. To evaluate the quality of the generated maps, a survey was conducted asking 30 participants about map quality compared to user-generated maps. The participants rated the maps more balanced and novel but less aesthetically pleasing. The paper concludes with according future work propositions to improve the presented approach.
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