Results 51 to 60 of about 148,368 (325)

A Survey on the Procedural Generation of Virtual Worlds

open access: yesMultimodal Technologies and Interaction, 2017
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
doaj   +1 more source

Skaitmeninio kūrybiškumo taikymas generuojant žaidimo objektus / Computation creativity using procedural generation for game object generation

open access: yesMokslas: Lietuvos Ateitis, 2019
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

Semi-automatic construction of video game design prototypes with MaruGen

open access: yesRevista Facultad de Ingeniería Universidad de Antioquia, 2021
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 Rule Based Procedural Content Generation System

open access: yes, 2022
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

Verifying Maze-Like Game Levels With Model Checker SPIN

open access: yesIEEE Access, 2022
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
doaj   +1 more source

Implementation Of L-System In Procedural City Generation Using Java

open access: yesComTech, 2010
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

Virtual Forestry Generation: Evaluating Models for Tree Placement in Games

open access: yesComputers, 2020
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
doaj   +1 more source

Fractal Coordinates for Incremental Procedural Content Generation [PDF]

open access: yesThe 16th International Conference on the Foundations of Digital Games (FDG) 2021, 2021
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.
openaire   +1 more source

A Multimodal Approach for Real Time Recognition of Engagement towards Adaptive Serious Games for Health

open access: yesSensors, 2022
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
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   +3 more sources

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