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
Probabilistic Logic Programming Semantics For Procedural Content Generation
Research in procedural content generation (PCG) has recently heralded two major methodologies: machine learning (PCGML) and declarative programming. The former shows promise by automating the specification of quality criteria through latent patterns in ...
Abdelrahman Madkour+4 more
semanticscholar +1 more source
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 +5 more sources
Surrogate Infeasible Fitness Acquirement FI-2Pop for Procedural Content Generation [PDF]
When generating content for video games using procedural content generation (PCG), the goal is to create functional assets of high quality. Prior work has commonly leveraged the feasible-infeasible two-population (FI-2Pop) constrained optimisation ...
R. Gallotta, Kai Arulkumaran, L. Soros
semanticscholar +1 more source
Evaluating Alternative Metaheuristic Algorithms for Procedural Content Generation in Game Design
Procedural Content Generation (PCG) has emerged as a powerful approach for automating game content creation, offering significant benefits in terms of cost reduction and time efficiency compared to traditional game design and development processes (Zhang,
Sana Alyaseri
semanticscholar +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
Search-Based Procedural Content Generation [PDF]
Recently, a small number of papers have appeared in which the authors implement stochastic search algorithms, such as evolutionary computation, to generate game content, such as levels, rules and weapons. We propose a taxonomy of such approaches, centring on what sort of content is generated, how the content is represented, and how the quality of the ...
Togelius, Julian+4 more
openaire +4 more sources
Procedural Content Generation through Quality Diversity [PDF]
8 pages, Accepted and to appear in proceedings of the IEEE Conference on Games ...
Antonios Liapis+4 more
openaire +3 more sources
Study of Artificial Intelligent Algorithms Applied in Procedural Content Generation in Video Games
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Martín González-Hermida+3 more
doaj +1 more source