Results 1 to 10 of about 13,064,947 (308)

Procedural Content Generation for General Video Game Level Generation

open access: yesInteligencia Artificial, 2021
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   +3 more sources

Level of Employee Loyalty from Generation Z

open access: yesAlmana: Jurnal Manajemen dan Bisnis, 2022
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
doaj   +1 more source

A procedural procedural level generator generator [PDF]

open access: yes2012 IEEE Conference on Computational Intelligence and Games (CIG), 2012
Procedural content generation (PCG) is concerned with automatically generating game content, such as levels, rules, textures and items. But could the content generator itself be seen as content, and thus generated automatically? This would be very useful if one wanted to avoid writing a content generator for a new game, or if one wanted to create a ...
Manuel Kerssemakers   +3 more
openaire   +4 more sources

A multi-level level generator [PDF]

open access: yes2014 IEEE Conference on Computational Intelligence and Games, 2014
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.
Steve Dahlskog, Julian Togelius
openaire   +3 more sources

Multi-Objective level generator generation with Marahel [PDF]

open access: yesInternational Conference on the Foundations of Digital Games, 2020
Published at the PCGWorkshop 2020, 8pages, 7 ...
Ahmed Khalifa 0001, Julian Togelius
openaire   +4 more sources

Levels of Generalized Expansiveness [PDF]

open access: yesJournal of Dynamics and Differential Equations, 2015
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
openaire   +3 more sources

Generation Brexit officially launches in six new languages

open access: yes, 2017
Today Generation Brexit officially launches in six new languages - German, French, Italian, Spanish, Polish and Greek. With our new language sections, the Generation Brexit project becomes the only pan-European Brexit project of its type. We want to hear
Generation, Brexit
core   +6 more sources

Multiturn dialogue generation by modeling sentence-level and discourse-level contexts

open access: yesScientific Reports, 2022
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
doaj   +1 more source

Determinants of the development of multi-level marketing in Poland in the context of differences between generations X, Y, Z

open access: yesSerbian Journal of Management, 2022
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
doaj   +1 more source

Generating levels that teach mechanics [PDF]

open access: yesProceedings of the 13th International Conference on the Foundations of Digital Games, 2018
The automatic generation of game tutorials is a challenging AI problem. While it is possible to generate annotations and instructions that explain to the player how the game is played, this paper focuses on generating a gameplay experience that introduces the player to a game mechanic. It evolves small levels for the Mario AI Framework that can only be
Cerny Green, Michael   +5 more
openaire   +3 more sources

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