Results 291 to 300 of about 148,368 (325)
Some of the next articles are maybe not open access.
Procedural content generation for landscapes
2021Treballs Finals de Grau d'Enginyeria Informàtica, Facultat de Matemàtiques, Universitat de Barcelona, Any: 2021, Director: Anna Puig ...
openaire +1 more source
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.
Jim Whitehead+2 more
openaire +2 more sources
Generalized procedure calling and content-directed invocation
Proceedings of the 1977 symposium on Artificial intelligence and programming languages -, 1977We suggest that the concept of a strategy can profitably be viewed as knowledge about how to select from among a set of plausibly useful knowledge sources , and explore the framework for knowledge organization which this implies.
openaire +2 more sources
Automatically testing self-driving cars with search-based procedural content generation
International Symposium on Software Testing and Analysis, 2019Self-driving cars rely on software which needs to be thoroughly tested. Testing self-driving car software in real traffic is not only expensive but also dangerous, and has already caused fatalities.
Alessio Gambi, Marc Müller, G. Fraser
semanticscholar +1 more source
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 ...
openaire +3 more sources
Generative Datalog for Procedural Content Generation in Video Games
Journal of Advances in Artificial Intelligence: Procedural Content Generation (PCG) is a cornerstone of modern game development, enabling the automatic creation of game levels, characters, and narratives.
Mario Alviano, Pasquale Tudda
semanticscholar +1 more source
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, Licinio Roque
openaire +2 more sources
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+3 more
openaire +2 more sources
Formal Procedural Content Generation in Games Driven by Social Analyses
2017 31st International Conference on Advanced Information Networking and Applications Workshops (WAINA), 2017Millions of people play online computer games every day. Massive Multiplay Online (MMO) Games suffer a great problem: Developing new content for games (especially for Role Play Games-RPG) is an highly expensive and time consuming task. On the other hand, Players usually complain of static and repetitive contents of games and a rapid decrease of their ...
Amato Flora, Moscato Francesco
openaire +4 more sources
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
openaire +2 more sources