Results 41 to 50 of about 148,368 (325)

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

Can’t see the Forest for the Trees: Perceiving Realism of Procedural Generated Trees in First-Person Games [PDF]

open access: yesEAI Endorsed Transactions on Creative Technologies, 2021
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

open access: yesArtificial Intelligence and Interactive Digital Entertainment Conference, 2023
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]

open access: yesNature Machine Intelligence, 2020
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]

open access: yes2022 IEEE Conference on Games (CoG), 2022
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

open access: yesRangahau Aranga AUT Graduate Review, 2023
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

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

Search-Based Procedural Content Generation [PDF]

open access: yes, 2010
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]

open access: yes2019 IEEE Conference on Games (CoG), 2019
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

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

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