Results 41 to 50 of about 234,397 (303)
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
Implementation Of L-System In Procedural City Generation Using Java
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
A procedural procedural level generator generator [PDF]
Procedural content generation (PCG) is concerned with automatically generating game content, such as levels, rules, textures and items. But could the content generator itself be seen as content, and thus generated automatically?
2012 IEEE Conference on Computational Intelligence and Games +4 more
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Petalz: Search-based Procedural Content Generation for the Casual Gamer [PDF]
The impact of game content on the player experience is potentially more critical in casual games than in competitive games because of the diminished role of strategic or tactical diversions.
D'Ambrosio, D.B +4 more
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Virtual Forestry Generation: Evaluating Models for Tree Placement in Games
A handful of approaches have been previously proposed to generate procedurally virtual forestry for virtual worlds and computer games, including plant growth models and point distribution methods.
Benjamin Williams +2 more
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Verifying Maze-Like Game Levels With Model Checker SPIN
This study presents a framework that procedurally generates maze-like levels and leverages an automated verification technique called model checking to verify and produce a winning action sequence for that level.
Onur Tekik, Elif Surer, Aysu Betin Can
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A Rule Based Procedural Content Generation System
This paper introduces new ways and experimental results of procedural content generation (PCG) for natural objects (such as terrain, biomes, river, and vegetation), with special attention to the game design and aesthetic visualization. Our solution allows us to define a set of rules to control the content generation in order to meet the requirements of
Gonçalo Oliveira +4 more
openaire +3 more sources
Semi-automatic construction of video game design prototypes with MaruGen
Machinations Ruleset Generator (MaruGen) is a semi-automatic system for the generation of mechanics, rules, spaces (environments), and missions for video games. The objective of this system is to offer an expression mechanism for the video game designer
Italo Felipe Capasso-Ballesteros +1 more
doaj +1 more source
A general-purpose expressive algorithm for room-based environments [PDF]
This paper presents a generative architecture for general-purpose room layouts that can be treated as geometric definitions of dungeons, mansions, shooter levels and more.
FDG workshop on Procedural Content Generation +3 more
core
Towards the automatic optimisation of procedural content generators [PDF]
Procedural generation is important to modern game development as both an artistic implement and an engineering tool. However, developing procedural generators and understand- ing how they work are both difficult tasks, and even more so for novice developers.
Cook, Michael +2 more
openaire +2 more sources

