Results 41 to 50 of about 19,776 (164)

PCGPT: Procedural Content Generation via Transformers

open access: yes, 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 ...
Mohaghegh, Sajad   +3 more
openaire   +2 more sources

GENERAL CHARACTERISTICS OF THE ELEMENTS OF UPBRINGING IN TEACHING BIOLOGY

open access: yesВестник Северо-Кавказского федерального университета, 2022
One of the trends of modern education is the interaction of training and upbringing. Biology, as an academic subject, has a great upbringing potential. The elements of upbringing, the characteristics ofwhich are presented in this article, are defined by ...
A. Semenov
doaj   +1 more source

Exploring Procedural Content Generation of Environments for Virtual Museums: A Mixed-Initiative Approach

open access: yesHeritage
Cultural heritage preservation and dissemination face significant challenges in the digital era, particularly in artifact representation, visitor experience personalization, and virtual exploration scalability.
Claudio Rubio   +4 more
doaj   +1 more source

A Procedural Content Generation for Conveying Historical Context of Digital Heritage Content: A Case Study of Bongsudang Jinchan-do [PDF]

open access: yesISPRS Annals of the Photogrammetry, Remote Sensing and Spatial Information Sciences
Procedural content generation (PCG) is widely utilized in digital recreation of large-scale historical sites and architectures. However, few studies examine how effectively such environments convey historical context.
J. Jeong, J. Yu
doaj   +1 more source

What is procedural content generation?

open access: yesProceedings of the 2nd International Workshop on Procedural Content Generation in Games, 2011
We try to clarify the concept of procedural content generation (PCG) through contrasting it to other forms of content generation in games with which it could easily be mistaken, and through discussing some properties of PCG which are sometimes thought of as necessary but are actually not. After drawing up some clear demarcations for what is and what is
Togelius, Julian   +4 more
openaire   +2 more sources

Towards player-driven procedural content generation [PDF]

open access: yesProceedings of the 9th conference on Computing Frontiers, 2012
Generating immersive game content is one of the ultimate goals for a game designer. This goal can be achieved by realizing the fact that players' perception of the same game differ according to a number of factors including: players' personality, playing styles, expertise and culture background.
Shaker, Noor   +3 more
openaire   +2 more sources

Synthesis of nested loop exercises for practice in introductory programming

open access: yesEgyptian Informatics Journal, 2023
Novice programmers struggle to comprehend specific programming constructs such as arrays, recursion, and loops. One way to address this challenge is to provide practice problems for students in these topics that are considered difficult to comprehend ...
Chinedu Wilfred Okonkwo   +1 more
doaj   +1 more source

Combining the Cellular Automata and Marching Square to Generate Maps

open access: yesJurnal RESTI (Rekayasa Sistem dan Teknologi Informasi)
As computer technology advances, one of the entertainment media that has emerged is video games. The development of a video game is becoming more expensive and labor-intensive as technology itself continues to grow.
Viore, Wirawan Istiono
doaj   +1 more source

Towards Procedural Map and Character Generation for the MOBA Game Genre

open access: yesIngeniería y Ciencia, 2015
In this paper, we present an approach to create assets using procedural algorithms in maps generation and dynamic adaptation of characters for a MOBA video game, preserving the balancing feature to players.
Alejandro Cannizzo, Esmitt Ramírez
doaj   +1 more source

Analysis, Generation, and Validation of New Boards for the Game Micro Robots

open access: yesApplied Sciences
This document presents a study of the board game Micro Robots and the development of a pipeline for the generation and validation of new boards of variable sizes. The implementation was carried out in the C# language, using graph theory and a depth-first
Kevin Silva   +2 more
doaj   +1 more source

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