Results 31 to 40 of about 8,184,125 (278)

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  

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

Tabletop Roleplaying Games as Procedural Content Generators [PDF]

open access: yesInternational Conference on the Foundations of Digital Games, 2020
Tabletop roleplaying games (TTRPGs) and procedural content generators can both be understood as systems of rules for producing content. In this paper, we argue that TTRPG design can usefully be viewed as procedural content generator design. We present several case studies linking key concepts from PCG research -- including possibility spaces ...
Matthew Guzdial   +6 more
openaire   +4 more sources

Skaitmeninio kūrybiškumo taikymas generuojant žaidimo objektus / Computation creativity using procedural generation for game object generation

open access: yesMokslas: Lietuvos Ateitis, 2019
One of the hardest task for a machine is creativity. Computational creativity defines creative task completion for a machine. Three main creative content generation methods are: exploratory, combinatorial and transformational.
Aurimas Petrovas
doaj   +1 more source

Procedural Content Generation Using Reinforcement Learning for Disaster Evacuation Training in a Virtual 3D Environment

open access: yesIEEE Access, 2023
This research addresses the need for effective disaster evacuation training methods by proposing a virtual reality system that utilizes Reinforcement Learning Procedural Content Generation (RL-PCG) algorithms.
Jigyasa Agarwal, S. Shridevi
doaj   +1 more source

DISDAIN: An Auto Content Generation VR Game

open access: yes, 2019
To build a video game that implementing procedural content generation with a first-person shooter genre and using the newest gaming hardware technology, i.e. Virtual Reality.
Wijaya, I Gusti Ngurah Taksu   +2 more
core   +1 more source

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