Results 21 to 30 of about 8,184,125 (278)
Towards procedural level generation for rehabilitation [PDF]
This paper introduces the concept of procedural content generation for physical rehabilitation. In this initial study a ski-slalom game is developed on the Wii platform that procedurally places the gates of the game according to player performance.
2010 Workshop on Procedural Content Generation in Game +4 more
core +1 more source
Adversarial Reinforcement Learning for Procedural Content Generation [PDF]
8 pages, 6 figures (11 subfigures)
Linus Gisslén +4 more
openaire +3 more sources
Towards the automatic optimisation of procedural content generators [PDF]
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 +3 more sources
Compressing and Comparing the Generative Spaces of Procedural Content Generators
The past decade has seen a rapid increase in the level of research interest in procedural content generation (PCG) for digital games, and there are now numerous research avenues focused on new approaches for driving and applying PCG systems. An area in which progress has been comparatively slow is the development of generalisable approaches for ...
Withington, O, Tokarchuk, L
openaire +4 more sources
Increasing generality in machine learning through procedural content generation [PDF]
Procedural Content Generation (PCG) refers to the practice, in videogames and other games, of generating content such as levels, quests, or characters algorithmically. Motivated by the need to make games replayable, as well as to reduce authoring burden, limit storage space requirements, and enable particular aesthetics, a large number of PCG methods ...
Sebastian Risi, Julian Togelius
openaire +4 more sources
Microbial Content Generation for Natural Terrains in Computer Games
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
Can’t see the Forest for the Trees: Perceiving Realism of Procedural Generated Trees in First-Person Games [PDF]
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
IORand: A Procedural Videogame Level Generator Based on a Hybrid PCG Algorithm
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
A Survey on the Procedural Generation of Virtual Worlds
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 +1 more source
PCGPT: Procedural Content Generation via Transformers
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
openaire +2 more sources

