Results 11 to 20 of about 2,120 (141)

Biome Generation Tool: A Mixed-Initiative Software for the Procedural Generation of Biomes

open access: yesApplied Sciences, 2023
This article presents the Biome Generation Tool (BGT), a mixed-initiative procedural content generator plugin for the Unity3D game engine that uses an Evolutionary Algorithm (EA) for the creation of biomes in videogames.
Gabriel K. Sepúlveda   +3 more
doaj   +1 more source

A Procedural Content Generation for Conveying Historical Context of Digital Heritage Content: A Case Study of Bongsudang Jinchan-do [PDF]

open access: yesISPRS Annals of the Photogrammetry, Remote Sensing and Spatial Information Sciences
Procedural content generation (PCG) is widely utilized in digital recreation of large-scale historical sites and architectures. However, few studies examine how effectively such environments convey historical context.
J. Jeong, J. Yu
doaj   +1 more source

A literature review of Empirical Evidence on Procedural Content Generation in Game-Related Implementation

open access: yesJITeCS (Journal of Information Technology and Computer Science), 2019
Procedural Content Generation (PCG) is an emerging field of study in computer science that focuses on automating the process of generating content by using algorithm, making the content generation process with less human effort.
Muhammad Hafis   +2 more
doaj   +1 more source

Procedural Content Generation: Goals, Challenges and Actionable Steps [PDF]

open access: yes, 2013
This chapter discusses the challenges and opportunities of procedural content generation (PCG) in games. It starts with defining three grand goals of PCG, namely multi-level multicontent PCG, PCG-based game design and generating complete games.
A. J. Champandard   +6 more
core   +1 more source

Petalz: Search-based Procedural Content Generation for the Casual Gamer [PDF]

open access: yes, 2015
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
core   +1 more source

A procedural procedural level generator generator [PDF]

open access: yes, 2012
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
core   +1 more source

Procedural Content Generation for Real-Time Strategy Games

open access: yesInternational Journal of Interactive Multimedia and Artificial Intelligence, 2015
Videogames are one of the most important and profitable sectors in the industry of entertainment. Nowadays, the creation of a videogame is often a large-scale endeavor and bears many similarities with, e.g., movie production.
Raúl Lara Cabrera   +3 more
doaj   +1 more source

Learning the Designer's Preferences to Drive Evolution

open access: yes, 2020
This paper presents the Designer Preference Model, a data-driven solution that pursues to learn from user generated data in a Quality-Diversity Mixed-Initiative Co-Creativity (QD MI-CC) tool, with the aims of modelling the user's design style to better ...
A Liapis   +10 more
core   +1 more source

Attack on the clones: managing player perceptions of visual variety and believability in video game crowds [PDF]

open access: yes, 2013
Crowds of non-player characters are increasingly common in contemporary video games. It is often the case that individual models are re-used, lowering visual variety in the crowd and potentially affecting realism and believability.
Kirman, Ben   +2 more
core   +1 more source

Procedural Attack! Procedural Generation for Populated Virtual Cities: A Survey

open access: yesInternational Journal of Serious Games, 2017
On the one hand, creating rich virtual worlds "by hand" like in the game Grand Theft Auto V is hugely expensive and limited to large studios. On the other hand, procedural content generation (PCG) allows tiny teams to create huge worlds like Hello Games ...
Werner Gaisbauer, Helmut Hlavacs
doaj   +1 more source

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