Results 21 to 30 of about 8,638,833 (269)

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   +5 more sources

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

Towards procedural level generation for rehabilitation [PDF]

open access: yes, 2010
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

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

Adversarial Reinforcement Learning for Procedural Content Generation [PDF]

open access: yes2021 IEEE Conference on Games (CoG), 2021
8 pages, 6 figures (11 subfigures)
Linus Gisslén   +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   +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

Compressing and Comparing the Generative Spaces of Procedural Content Generators

open access: yes2022 IEEE Conference on Games (CoG), 2022
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]

open access: yesNature Machine Intelligence, 2020
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

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