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dc.rights.licenseCC-BY-NC-ND
dc.contributor.advisorBakkes, S.C.J.
dc.contributor.authorHijzelendoorn, Jeroen
dc.date.accessioned2023-07-22T00:01:30Z
dc.date.available2023-07-22T00:01:30Z
dc.date.issued2023
dc.identifier.urihttps://studenttheses.uu.nl/handle/20.500.12932/44257
dc.description.abstractThe purpose of this thesis is to procedurally generate path networks between multiple places on large, heightmap-based 3D terrains. The paths are to have similar features as hiking trails, meaning they wind up steep slopes, are not perfectly straight and try to avoid arduous terrain while minimizing path length. To achieve this goal, a slime-mould and ant colony optimization-inspired stochastic multi-agent simulation is proposed. The resulting networks are graded on 6 properties to determine if the approach produces results of sufficient quality.
dc.description.sponsorshipUtrecht University
dc.language.isoEN
dc.subjectProcedural road-network generation for 3D terrains using a multi-agent simulation which takes into account path length and terrain features over large distances.
dc.titleCreating Varied Terrain-Considerate Road Networks on Heightmaps with Directed Alternating Physarum Agents
dc.type.contentMaster Thesis
dc.rights.accessrightsOpen Access
dc.subject.keywordsroad network; pathfinding; slime mould; multi-agent; emergent behaviour; heightmap
dc.subject.courseuuGame and Media Technology
dc.thesis.id19848


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