Results 31 to 40 of about 8,638,833 (269)

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

Improving Human Players’ T-Spin Skills in Tetris with Procedural Problem Generation [PDF]

open access: yes, 2020
Researchers in the field of computer games interest in creating not only strong game-playing programs, but also programs that can entertain or teach human players.
Taishi Oikawa   +5 more
core   +1 more source

IORand: A Procedural Videogame Level Generator Based on a Hybrid PCG Algorithm

open access: yesApplied Sciences, 2022
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

PCGPT: Procedural Content Generation via Transformers

open access: yesCoRR, 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
openaire   +2 more sources

Study of Artificial Intelligent Algorithms Applied in Procedural Content Generation in Video Games

open access: yesEludamos, 2020
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Martín González-Hermida   +3 more
doaj   +1 more source

Start small: Training controllable game level generators without training data by learning at multiple sizes

open access: yesAlexandria Engineering Journal, 2023
A level generator is a tool that generates game levels from noise. Training a generator without a dataset suffers from feedback sparsity, since it is unlikely to generate a playable level via random exploration. A common solution is shaped rewards, which
Yahia Zakaria   +2 more
doaj   +1 more source

Intelligent Physiotherapy Through Procedural Content Generation [PDF]

open access: yesProceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2016
This paper describes an avenue for artificial and computational intelligence techniques applied within games research to be deployed for purposes of physical therapy. We provide an overview of prototypical research focussed on the application of motion sensor input devices and virtual reality equipment for rehabilitation of motor impairment: an issue ...
Shabnam Sadeghi Esfahlani   +1 more
openaire   +3 more sources

Implementation Of L-System In Procedural City Generation Using Java

open access: yesComTech, 2010
Article discusses about the design and implementation of procedural content generation using java, especially the generation of virtual city. It is applied by using L-System to generate the elements of the city and also using some images as the base ...
Surya Sujarwo   +2 more
doaj   +1 more source

Harnessing Machine Learning for Procedural Content Generation in Gaming: A Comprehensive Review [PDF]

open access: yesJournal of Artificial Intelligence and Data Mining
Procedural Content Generation (PCG) through automated and algorithmic content generation is an active research field in the gaming industry. Recently, Machine Learning (ML) approaches have played a pivotal role in advancing this area.
Shaqayeq Saffari   +2 more
doaj   +1 more source

10 years of the PCG workshop : past and future trends [PDF]

open access: yes, 2020
As of 2020, the international workshop on Procedural Content Generation enters its second decade. The annual workshop, hosted by the international conference on the Foundations of Digital Games, has collected a corpus of 95 papers published in its ...
FDG Workshop on Procedural Content Generation   +1 more
core  

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