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Compositional procedural content generation

Proceedings of the The third workshop on Procedural Content Generation in Games, 2012
We consider the strengths and drawbacks of various procedural content generation methods, and how they could be combined to hybrid methods that retain the advantages and avoid the disadvantages of their constituent methods. One answer is composition, where one method is nestled inside another. As an example, we present a hybrid evolutionary-ASP dungeon
Togelius, Julian   +2 more
openaire   +2 more sources

Procedural Content Generation of Rhythm Games Using Deep Learning Methods [PDF]

open access: yesLecture Notes in Computer Science, 2019
The rhythm game is a type of video game which is popular to many people. But the game contents (required action and its timing) of rhythm game are usually hand-crafted by human designers.
Kokolo Ikeda
exaly   +2 more sources

Procedural Content Generation

2019
Данная статья представляет краткую историю процедурной генерации контента и разъясняет общее значение этого процесса. За описанием ключевых событий и разработок в данной сфере следуют определения термина «процедурная генерация контента», данные исследователями в данной области.
Korda, S. O., Kovaleva, A. G.
openaire   +3 more sources

Procedural Content Generation

2016
Procedural content generation is a technique still used in modern games, but more generally there are modern non-game situations where (possibly but not necessarily repeatable) variety is required, and the results cannot be simply precomputed and stored.
openaire   +2 more sources

Designing Games with Procedural Content Generation

Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 2015
This paper describes the design of a novel approach to procedural content generation, intent on supporting game design activities. The distinctive factor in this approach is that content generation is guided by a series of target experience indicators, which the designer can define freely according to his own agenda.
Rui Craveirinha, Licínio Roque
openaire   +2 more sources

Guest Editorial: Procedural Content Generation in Games

IEEE Transactions on Computational Intelligence and AI in Games, 2011
The eight papers in this special issue focus on procedural content generation in games. They present a good combination of surveys, conceptual frameworks, innovative methods, and applications.
Julian Togelius   +2 more
openaire   +1 more source

General Analytical Techniques For Parameter-Based Procedural Content Generators

2019 IEEE Conference on Games (CoG), 2019
Most generative systems built in game development are parameter-driven, but the relationship between parameters and the output of the system is often unclear. This makes them frustrating to use for both experts and novices, and as a result generators are often filtered post-hoc, or tweaked through time-consuming trial and error.
Michael Cook 0001   +3 more
openaire   +2 more sources

An Author-Centric Approach to Procedural Content Generation

2013
This paper describes an alternative approach for videogame procedural content generation focused on providing authors direct control on what gameplay ensues from the generated content. An architecture is proposed that allows designers to define, beforehand, target gameplay indicators, and then generates content for an existing base-design that achieves
Rui Craveirinha   +2 more
openaire   +2 more sources

Procedural Content Generation via Machine Learning

Synthesis Lectures on Games and Computational Intelligence, 2022
Matthew Guzdial   +2 more
exaly  

A Rule Based Procedural Content Generation System

Communications in Computer and Information Science, 2023
Barbara Barroso   +2 more
exaly  

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