Results 51 to 60 of about 19,776 (164)
Evaluating a Procedural Content Orchestrator Gameplay Data and Classifying User Profiles
Background: Content Orchestration is a novel research field focused on coordinating distinct types of algorithmically generated game content. Purpose: Thus, the lack of research in this area hinders the analysis of gameplay data and player profiling in ...
Leonardo Tórtoro Pereira +2 more
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This paper studies the use of eye tracking in a First-Person Shooter (FPS) game as a mechanism to: (1) control the attention of the player’s avatar according to the attention deployed by the player; and (2) guide the gameplay and game’s ...
João Antunes, Pedro Santana
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Evaluating the Expressive Range of Super Mario Bros Level Generators
Procedural Content Generation for video games (PCG) is widely used by today’s video game industry to create huge open worlds or enhance replayability. However, there is little scientific evidence that these systems produce high-quality content.
Hans Schaa, Nicolas A. Barriga
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Case-based learning (CBL) is an educational method widely used in health professional training, emphasizing theoretical knowledge’s practical application.
David Barranco-i-Reixachs +6 more
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Self-Generation in the Context of Inquiry-Based Learning
Self-generation of knowledge can activate deeper cognitive processing and improve long-term retention compared to the passive reception of information.
Irina Kaiser +2 more
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Patterns and procedural content generation
Procedural content generation and design patterns could potentially be combined in several different ways in game design. This paper discusses how to combine the two, using automatic platform game level design as an example. The paper also present work towards a pattern-based level generator for Super Mario Bros. (SMB), which is based on an analysis of
Dahlskog, Steve, Togelius, Julian
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Procedural content generation for landscapes
Treballs Finals de Grau d'Enginyeria Informàtica, Facultat de Matemàtiques, Universitat de Barcelona, Any: 2021, Director: Anna Puig ...
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Procedural Content Generation via Generative Artificial Intelligence
The attempt to utilize machine learning in PCG has been made in the past. In this survey paper, we investigate how generative artificial intelligence (AI), which saw a significant increase in interest in the mid-2010s, is being used for PCG. We review applications of generative AI for the creation of various types of content, including terrains, items,
Mao, Xinyu +3 more
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Player Performance Estimation Through Adaptive Puzzle Levels Generation in Game-Based Assessment
Estimating players’ abilities without compromising alignment with assessment objectives remains a key challenge in developing Game-Based Assessment (GBA).
Lailatul Husniah +5 more
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Procedural content generation (PCG) algorithms have become increasingly vital in video games developed by small studios due to their ability to save time while creating diverse and engaging environments, significantly enhancing replayability by ensuring ...
Lazaros Lazaridis, George F. Fragulis
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