Results 251 to 260 of about 235,958 (282)
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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.
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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, 2015This 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
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Procedural Content Generation in the Game Industry
2017Game content construction and generation are laborious and expensive. Procedural content generation (PCG) aims at generating game content automatically using algorithms, reducing the cost of game design and development. PCG systems have the potential to act as “on-demand game designers,” but need to be as flexible as possible while creating content ...
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Guest Editorial: Procedural Content Generation in Games
IEEE Transactions on Computational Intelligence and AI in Games, 2011The 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
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General Analytical Techniques For Parameter-Based Procedural Content Generators
2019 IEEE Conference on Games (CoG), 2019Most 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
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An Author-Centric Approach to Procedural Content Generation
2013This 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
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Tools for Landscape Analysis of Optimisation Problems in Procedural Content Generation for Games
Applied Soft Computing Journal, 2023Pascal Kerschke, Tea Tušar
exaly
Search-based procedural content generation for GVG-LG
Applied Soft Computing Journal, 2020Adeel Zafar +2 more
exaly
A Rule Based Procedural Content Generation System
Communications in Computer and Information Science, 2023Gonçalo Oliveira +2 more
exaly

