Results 1 to 10 of about 19,776 (164)

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   +4 more sources

Procedural Generation in Games: Focusing on Dungeons [PDF]

open access: yesSHS Web of Conferences, 2022
This report is talking about the applications of procedural generation in games. There are many AI-generated games on the market, such as No Man’s Sky.
Shen Zhenyuan
doaj   +1 more source

Procedural Content Generation: Better Benchmarks for Transfer Reinforcement Learning [PDF]

open access: yes2021 IEEE Conference on Games (CoG), 2021
The idea of transfer in reinforcement learning (TRL) is intriguing: being able to transfer knowledge from one problem to another problem without learning everything from scratch. This promises quicker learning and learning more complex methods. To gain an insight into the field and to detect emerging trends, we performed a database search.
Müller-Brockhausen, M.F.T.   +2 more
openaire   +3 more sources

Procedural Dungeon Generation: A Survey

open access: yesJournal on Interactive Systems, 2021
Procedural content generation (PCG) is a method of content creation entirely or partially done by computers. PCG is popularly employed in game development to produce game content, such as maps and levels.
Breno M. F. Viana, Selan R. dos Santos
doaj   +1 more source

Deep learning for procedural content generation [PDF]

open access: yesNeural Computing and Applications, 2020
Procedural content generation in video games has a long history. Existing procedural content generation methods, such as search-based, solver-based, rule-based and grammar-based methods have been applied to various content types such as levels, maps, character models, and textures.
Jialin Liu   +5 more
openaire   +4 more sources

Procedural generation of problems for elementary math education

open access: yesInternational Journal of Serious Games, 2021
Mathematics education plays an essential role in children’s development, and there are many online applications aimed at supporting this process. However, manually creating math problems with a variety of textual and visual content is very time-consuming
Yi Xu, Roger Smeets, Rafael Bidarra
doaj   +1 more source

Procedural content generation method for creating 3D graphic assets in Digital Twin

open access: yesCogent Engineering, 2023
The concept of Digital Twin was invented not only for a static virtual mimic of reality, but also means an evolving digital copy which could stay consistent with its physical counterpart.
Yaqi Dai, Ray Y. Zhong, Henry Y.K. Lau
doaj   +1 more source

Dynamic Difficulty Adjustment Berbasis Logika Fuzzy Untuk Procedural Content Generation Pada Permainan Roguelike

open access: yesTeknika, 2022
Perkembangan industri video game sangatlah pesat hingga ada banyak sekali orang yang memainkan video game. Setiap orang memiliki tingkat keterampilan yang berbeda dan memiliki kurva belajar yang unik untuk setiap video game yang mereka mainkan ...
David Saputra Octadianto Soedargo   +1 more
doaj   +1 more source

Intelligent Physiotherapy Through Procedural Content Generation [PDF]

open access: yesProceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2016
This paper describes an avenue for artificial and computational intelligence techniques applied within games research to be deployed for purposes of physical therapy. We provide an overview of prototypical research focussed on the application of motion sensor input devices and virtual reality equipment for rehabilitation of motor impairment: an issue ...
Sadeghi Esfahlani, Shabnam   +1 more
openaire   +2 more sources

Microbial Content Generation for Natural Terrains in Computer Games

open access: yesFrontiers in Computer Science, 2022
Procedural content generation (PCG) has been applied since several decades to fulfill various game-related design needs. Besides bio-inspired methods, living (non-human) organisms were used in computer games for various purposes, such as behavior ...
Maarten H. Lamers, Wim J. O. M. van Eck
doaj   +1 more source

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