Results 11 to 20 of about 5,693,533 (296)
A procedural procedural level generator generator [PDF]
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
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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.
Steve Dahlskog, Julian Togelius
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Multi-Objective level generator generation with Marahel [PDF]
Published at the PCGWorkshop 2020, 8pages, 7 ...
Ahmed Khalifa 0001, Julian Togelius
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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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Generating levels that teach mechanics [PDF]
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
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Tile Embedding: A General Representation for Level Generation
In recent years, Procedural Level Generation via Machine Learning (PLGML) techniques have been applied to generate game levels with machine learning. These approaches rely on human-annotated representations of game levels. Creating annotated datasets for games requires domain knowledge and is time-consuming.
Mrunal Jadhav, Matthew Guzdial
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Generation of Level-k LGT Networks [PDF]
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
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Generation of long-living entanglement between two separate atoms [PDF]
A scheme for non-conditional generation of long-living maximally entangled states between two spatially well separated atoms is proposed. In the scheme, $\Lambda$-type atoms pass a resonator-like equipment of dispersing and absorbing macroscopic bodies ...
Dirk-Gunnar Welsch +6 more
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General Video Game Level Generation
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
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Generation of Space Shooter Level Using Genetic Approach
In this article, we used genetic algorithm and geometric-based approach to generating level for 2D space shooter game. We used the defined fitness value from game designer to limit the fitness value of the genetic algorithm process.
Ahmad Hamdani, Wahyu Andhyka Kusuma
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