Results 11 to 20 of about 235,958 (282)

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

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

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

Can’t see the Forest for the Trees: Perceiving Realism of Procedural Generated Trees in First-Person Games [PDF]

open access: yesEAI Endorsed Transactions on Creative Technologies, 2021
This paper explores a bio-mimetic approach for procedurally generated trees and forests, emphasizing the need to deliver a unique gameplay experience.
Peter Jæger   +2 more
doaj   +1 more source

Learning-Based Procedural Content Generation [PDF]

open access: yesIEEE Transactions on Computational Intelligence and AI in Games, 2015
13 pages, 9 figures, manuscript submitted to IEEE Transactions on Computational Intelligence and AI Games (Also a technical report, School of Computer Science, The University of Manchester)
Jonathan Roberts 0003, Ke Chen 0001
openaire   +5 more sources

Procedural Content Generation for Real-Time Strategy Games

open access: yesInternational Journal of Interactive Multimedia and Artificial Intelligence, 2015
Videogames are one of the most important and profitable sectors in the industry of entertainment. Nowadays, the creation of a videogame is often a large-scale endeavor and bears many similarities with, e.g., movie production.
Raúl Lara Cabrera   +3 more
doaj   +1 more source

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

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. We propose a taxonomy of such approaches, centring on what sort of content is generated, how the content is represented, and how the quality of the ...
Togelius, Julian   +4 more
openaire   +3 more sources

Towards the automatic optimisation of procedural content generators [PDF]

open access: yes2016 IEEE Conference on Computational Intelligence and Games (CIG), 2016
Procedural generation is important to modern game development as both an artistic implement and an engineering tool. However, developing procedural generators and understand- ing how they work are both difficult tasks, and even more so for novice developers.
Michael Cook 0001   +2 more
openaire   +2 more sources

IORand: A Procedural Videogame Level Generator Based on a Hybrid PCG Algorithm

open access: yesApplied Sciences, 2022
In this work we present the intelligent orchestrator of random generators (IORand), a hybrid procedural content generation (PCG) algorithm, driven by game experience, based on reinforcement learning and semi-random content generation methods.
Marco A. Moreno-Armendáriz   +3 more
doaj   +1 more source

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