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Procedural Content Generation in Games

open access: yes, 2016
This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content.
Shaker, Noor   +2 more
core   +10 more sources

What is procedural content generation? Mario on the borderline [PDF]

open access: yesProceedings of the 2nd International Workshop on Procedural Content Generation in Games, 2011
We try to clarify the concept of procedural content generation (PCG) through contrasting it to other forms of content generation in games with which it could easily be mistaken, and through discussing some properties of PCG which are sometimes thought of
Yannakakis, Georgios N.   +4 more
core   +4 more sources

Multi-task procedural content generation with reinforcement learning [PDF]

open access: yesScientific Reports
This paper presents a multi-task language-based framework for procedural content generation through reinforcement learning, which aims to improve the semantic alignment between linguistic commands and quantitative game surface features.
Aylin Nekahdari   +4 more
doaj   +2 more sources

Procedural content generation for landscapes [PDF]

open access: yes, 2021
Treballs Finals de Grau d'Enginyeria Informàtica, Facultat de Matemàtiques, Universitat de Barcelona, Any: 2021, Director: Anna Puig Puig[en] Procedural Content Generation is the act of creating content by using a process instead of predefining it.
Barrio Morra, Francisco
core   +7 more sources

Learning-Based Procedural Content Generation [PDF]

open access: yesIEEE Transactions on Computational Intelligence and AI in Games, 2015
Procedural content generation (PCG) has recently become one of the hottest topics in computational intelligence and AI game research. While some substantial progress has been made in this area, there are still several challenges ranging from content ...
Chen, Ke; id_orcid   +3 more
core   +7 more sources

Search-based Procedural Content Generation [PDF]

open access: yes, 2010
Recently, a small number of papers have appeared in which the authors implement stochastic search algorithms, such as evolutionary computation, to generate game content, such as levels, rules and weapons.
Georgios N. Yannakakis   +7 more
core   +7 more sources

Tabletop Roleplaying Games as Procedural Content Generators [PDF]

open access: yesInternational Conference on the Foundations of Digital Games, 2020
Tabletop roleplaying games (TTRPGs) and procedural content generators can both be understood as systems of rules for producing content. In this paper, we argue that TTRPG design can usefully be viewed as procedural content generator design.
FDG Workshop on Procedural Content Generation   +14 more
core   +6 more sources

Procedural content generation [PDF]

open access: yes
Рассмотрена процедурная генерация контента, алгоритмы процедурной генерации, преимущества их использования в разработке программного обеспечения, области их применения, существующие подходы и методы их оптимизации.This article discusses procedural ...
Морозько, И. В.   +1 more
core   +4 more sources

A deep generative approach to personalized super mario level design [PDF]

open access: yesScientific Reports
Designing game levels that appropriately match a player’s skill level remains a fundamental challenge in procedural content generation, as mismatches in difficulty can lead to player boredom, frustration, and reduced engagement.
Deniz Baharvand   +3 more
doaj   +2 more sources

A Survey on the Procedural Generation of Virtual Worlds

open access: yesMultimodal Technologies and Interaction, 2017
This survey presents algorithms for the automatic generation of content for virtual worlds, in particular for games. After a definition of the term procedural content generation, the algorithms to generate realistic objects such as landscapes and ...
Jonas Freiknecht, Wolfgang Effelsberg
doaj   +3 more sources

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