Results 1 to 10 of about 1,797,737 (166)
Procedural Content Generation for General Video Game Level Generation
With the passage of time, video games are becoming more complex, and their development incurs greater time and cost. The creation of video gaming content such as levels, maps, textures and so on represent a large part of the overall cost of game ...
Adeel Zafar, Hasan Mujtaba, Omer Beg
doaj +4 more sources
Level of Employee Loyalty from Generation Z
Since generation Z dominates North Sumatra province and Medan City has the largest number of residents in North Sumatra province, we want to find out the level of employee loyalty from generation Z Medan City.
Vincent Vincent +1 more
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Levels of Generalized Expansiveness [PDF]
We study a class of generalized expansive dynamical systems for which at most countable orbits can be accompanied by an arbitrary given orbit. Examples of different levels of generalized expansiveness are constructed. When the dynamical system is countable, a characterization of n-expansiveness is given for any natural number n, and as a consequence ...
Li, Jie, Zhang, Ruifeng
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Multiturn dialogue generation by modeling sentence-level and discourse-level contexts
Currently, multiturn dialogue models generate human-like responses based on pretrained language models given a dialogue history. However, most existing models simply concatenate dialogue histories, which makes it difficult to maintain a high degree of ...
Yang Yang +3 more
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Health information is a commodity heavily sought by Indonesians because of the increasing consciousness of a healthy lifestyle. However, the circulation of health information is consistently disrupted by misinformation and disinformation, particularly on
Susanne Dida +3 more
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The main purpose of the article is an attempt to assess the development potential of Multi LevelMarketing in Poland, considering differences in perception of the system by different generations.
Aron -Axel Wadlewski
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A multi-level level generator [PDF]
Generating content at multiple levels of abstraction simultaneously is an open challenge in procedural content generation. Representing and automatically replicating the style of a human designer is another. This paper addresses both of these challenges through extending a previously devised methodology for pattern-based level generation.
Dahlskog, Steve, Togelius, Julian
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Computational Intelligence-based Entertaining Level Generation for Platform Games [PDF]
With computers becoming ubiquitous and high resolution graphics reaching the next level, computer games have become a major source of entertainment. It has been a tedious task for game developers to measure the entertainment value of the computer games ...
Zahid Halim +2 more
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The Assessment of Effect of Fatty Acid Profile on the Physical Properties and Emission Characteristics of New Feedstocks Used for Biodiesel [PDF]
The present study uses three generations of biodiesels and studies their effects on physical properties and exhaust gases. They are comprised of Palmaria palmate oil (third generation), Eucheuma spinosum oil (third generation), Eucheuma cottonii oil ...
Farid Jafarihaghighi +3 more
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DOOM Level Generation Using Generative Adversarial Networks [PDF]
We applied Generative Adversarial Networks (GANs) to learn a model of DOOM levels from human-designed content. Initially, we analysed the levels and extracted several topological features. Then, for each level, we extracted a set of images identifying the occupied area, the height map, the walls, and the position of game objects.
GIACOMELLO, EDOARDO +2 more
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