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Using Tabu Search Algorithm for Map Generation in the Terra Mystica Tabletop Game

Published: 30 May 2020 Publication History

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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Cited By

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  • (2025)A constructive approach to strategy game map generationEntertainment Computing10.1016/j.entcom.2024.10088652(100886)Online publication date: Jan-2025
  • (2024)Comparative Analysis of Metaheuristic Algorithms for Procedural Race Track Generation in GamesInternational Journal of Applied Metaheuristic Computing10.4018/IJAMC.35033015:1(1-30)Online publication date: 17-Sep-2024
  • (2020)Using Ant Colony Optimisation for map generation and improving game balance in the Terra Mystica and Settlers of Catan board gamesInternational Conference on the Foundations of Digital Games10.1145/3402942.3409778(1-7)Online publication date: 17-Sep-2020
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    ISMSI '20: Proceedings of the 2020 4th International Conference on Intelligent Systems, Metaheuristics & Swarm Intelligence
    March 2020
    142 pages
    ISBN:9781450377614
    DOI:10.1145/3396474
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 30 May 2020

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    Author Tags

    1. Optimization
    2. Procedural Content Generation
    3. Tabu Search
    4. Terra Mystica

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    Cited By

    View all
    • (2025)A constructive approach to strategy game map generationEntertainment Computing10.1016/j.entcom.2024.10088652(100886)Online publication date: Jan-2025
    • (2024)Comparative Analysis of Metaheuristic Algorithms for Procedural Race Track Generation in GamesInternational Journal of Applied Metaheuristic Computing10.4018/IJAMC.35033015:1(1-30)Online publication date: 17-Sep-2024
    • (2020)Using Ant Colony Optimisation for map generation and improving game balance in the Terra Mystica and Settlers of Catan board gamesInternational Conference on the Foundations of Digital Games10.1145/3402942.3409778(1-7)Online publication date: 17-Sep-2020
    • (2020)Map Generation and Balance in the Terra Mystica Board Game Using Particle Swarm and Local SearchAdvances in Swarm Intelligence10.1007/978-3-030-53956-6_15(163-175)Online publication date: 13-Jul-2020

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