Racing tracks improvisation

Jiao Jian Wang, Olana Missura · 2014

Procedural content generation is a popular technique in the game development. One of its typical applications is generation of game levels. This paper presents a method to generate tracks for racing games, by viewing racing track generation as a discrete sequence prediction problem. To solve it we combine two techniques from music improvisation. We show that this method is capable of generating new racing tracks which appear to be interesting.

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