Results 51 to 60 of about 148,368 (325)
A Survey on the Procedural Generation of Virtual Worlds
This survey presents algorithms for the automatic generation of content for virtual worlds, in particular for games. After a definition of the term procedural content generation, the algorithms to generate realistic objects such as landscapes and ...
Jonas Freiknecht, Wolfgang Effelsberg
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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
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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
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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
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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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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
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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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Fractal Coordinates for Incremental Procedural Content Generation [PDF]
Incremental procedural content generation (IPCG) has been used in games such as Minecraft to provide a unique flavor of gameplay, but requires that parts of the world can be generated independently of one another in any order and will always fit together in the end.
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In this article, an unobtrusive and affordable sensor-based multimodal approach for real time recognition of engagement in serious games (SGs) for health is presented.
Konstantinos Mitsis+6 more
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What is procedural content generation?
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
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