Results 11 to 20 of about 1,797,737 (166)

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 ...
Kerssemakers, Manuel   +4 more
openaire   +3 more sources

Distributed Generation Embedded In the Iraqi Power Grid [PDF]

open access: yesEngineering and Technology Journal, 2010
Recently, there has been great interest in the integration of distributedgeneration units at the distribution level. This requires new analysis tools forunderstanding system performance.
Qais Matti Alias, Wael A. Jaafar
doaj   +1 more source

Generation of Level-k LGT Networks [PDF]

open access: yesIEEE/ACM Transactions on Computational Biology and Bioinformatics, 2020
Phylogenetic networks provide a mathematical model to represent the evolution of a set of species where, apart from speciation, reticulate evolutionary events have to be taken into account. Among these events, lateral gene transfers need special consideration due to the asymmetry in the roles of the species involved in such an event.
Joan Carles Pons   +2 more
openaire   +3 more sources

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

Towards A Test Paths Generation Method for CTCS Level Transition [PDF]

open access: yesMATEC Web of Conferences, 2020
Test case is an important basis for correctness and safety verification of Chinese Train Control System (CTCS). Focusing on the test cases generation method of UPPAAL which is widely used in CTCS testing activity, the problems are analyzed, and an ...
Yao LI   +4 more
doaj   +1 more source

Two-level, many-paths generation [PDF]

open access: yesProceedings of the 33rd annual meeting on Association for Computational Linguistics -, 1995
Large-scale natural language generation requires the integration of vast amounts of knowledge: lexical, grammatical, and conceptual. A robust generator must be able to operate well even when pieces of knowledge are missing. It must also be robust against incomplete or inaccurate inputs.
Knight, Kevin   +1 more
openaire   +2 more sources

Competition-level code generation with AlphaCode

open access: yesScience, 2022
Programming is a powerful and ubiquitous problem-solving tool. Systems that can assist programmers or even generate programs themselves could make programming more productive and accessible. Recent transformer-based neural network models show impressive code generation abilities yet still perform poorly on more complex tasks requiring problem-solving ...
Yujia Li   +25 more
openaire   +3 more sources

Quantifiable Isovist and Graph-Based Measures for Automatic Evaluation of Different Area Types in Virtual Terrain Generation

open access: yesIEEE Access, 2020
This article describes a set of proposed measures for characterizing areas within a virtual terrain in terms of their attributes and their relationships with other areas for incorporating game designers' intent in gameplay requirement-based terrain ...
Andrew Pech   +2 more
doaj   +1 more source

Emotion-Driven Level Generation [PDF]

open access: yes, 2016
This chapter examines the relationship between emotions and level generation. Grounded in the experience-driven procedural content generation framework we focus on levels and introduce a taxonomy of approaches for emotion-driven level generation. We then review four characteristic level generators of our earlier work that exemplify each one of the ...
Togelius, Julian   +1 more
openaire   +2 more sources

General Video Game Level Generation

open access: yesProceedings of the Genetic and Evolutionary Computation Conference 2016, 2016
This paper presents a framework and an initial study in general video game level generation, the problem of generating levels for not only a single game but for any game within a specified range. While existing level generators are tailored to a particular game, this new challenge requires generators to take into account the constraints and affordances
Khalifa, Ahmed   +4 more
openaire   +2 more sources

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