Results 21 to 30 of about 234,397 (303)

Procedural Content Generation via Generative Artificial Intelligence [PDF]

open access: green
The attempt to utilize machine learning in PCG has been made in the past. In this survey paper, we investigate how generative artificial intelligence (AI), which saw a significant increase in interest in the mid-2010s, is being used for PCG. We review applications of generative AI for the creation of various types of content, including terrains, items,
Xinyu Mao   +3 more
openalex   +3 more sources

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

open access: goldTeknika, 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   +3 more sources

PCGPT: Procedural Content Generation via Transformers [PDF]

open access: green, 2023
The paper presents the PCGPT framework, an innovative approach to procedural content generation (PCG) using offline reinforcement learning and transformer networks. PCGPT utilizes an autoregressive model based on transformers to generate game levels iteratively, addressing the challenges of traditional PCG methods such as repetitive, predictable, or ...
Sajad Mohaghegh   +3 more
openalex   +3 more sources

Procedural Content Generation for Room Maze [PDF]

open access: goldProceedings of the 2018 3rd Joint International Information Technology,Mechanical and Electronic Engineering Conference (JIMEC 2018), 2018
Hongqiao Zhang   +2 more
openalex   +2 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

Procedural Content Generation for Real-Time Strategy Games [PDF]

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

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

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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