Results 21 to 30 of about 2,120 (141)
A spatially-structured PCG method for content diversity in a Physics-based simulation game [PDF]
This paper presents a spatially-structured evolutionary algorithm (EA) to procedurally generate game maps of di ferent levels of di ficulty to be solved, in Gravityvolve!, a physics-based simulation videogame that we have implemented and which is ...
C Browne +18 more
core +1 more source
The experience-driven perspective [PDF]
Ultimately, content is generated for the player. But so far, our algorithms have not taken specific players into account. Creating computational models of a player’s behaviour, preferences, or skills is called player modelling.
Shaker, Noor +2 more
core +1 more source
Generating Levels That Teach Mechanics [PDF]
The automatic generation of game tutorials is a challenging AI problem. While it is possible to generate annotations and instructions that explain to the player how the game is played, this paper focuses on generating a gameplay experience that ...
Barros, Gabriella A. B. +5 more
core +2 more sources
Using Self-Adaptive Evolutionary Algorithms to Evolve Dynamism-Oriented Maps for a Real Time Strategy Game [PDF]
9th International Conference on Large Scale Scientific Computations. The final publication is available at link.springer.comThis work presents a procedural content generation system that uses an evolutionary algorithm in order to generate interesting ...
FA Fortin +4 more
core +2 more sources
Automatic generation of level maps with the do what's possible representation [PDF]
© 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new ...
Ashlock, Daniel, Salge, Christoph
core +3 more sources
Procedural Content Generation via Knowledge Transformation (PCG-KT)
We introduce the concept of Procedural Content Generation via Knowledge Transformation (PCG-KT), a new lens and framework for characterizing PCG methods and approaches in which content generation is enabled by the process of knowledge transformation -- transforming knowledge derived from one domain in order to apply it in another. Our work is motivated
Anurag Sarkar +5 more
openaire +2 more sources
Generative Design in Minecraft (GDMC), Settlement Generation Competition
This paper introduces the settlement generation competition for Minecraft, the first part of the Generative Design in Minecraft challenge. The settlement generation competition is about creating Artificial Intelligence (AI) agents that can produce ...
Aluru Krishna +10 more
core +1 more source
Procedural Content Generation (PCG) is powerful in creating high-quality 3D contents, yet controlling it to produce desired shapes is difficult and often requires extensive parameter tuning. Inverse Procedural Content Generation aims to automatically find the best parameters under the input condition. However, existing sampling-based and neural network-
Zhao, Wang +4 more
openaire +2 more sources
A constructive approach for the generation of underwater environments [PDF]
This paper introduces Coralize, a library of generators for marine organisms such as corals and sponges. Using constructive algorithms, Coralize can generate stony corals via L-system grammars, soft corals via leaf venation algorithms and sponges via
Abela, Ryan +3 more
core
Chromosome‐scale genome assembly of the South American fruit fly, Anastrepha fraterculus sp.1
Anastrepha fraterculus sp. 1 is a major fruit fly pest in Argentina, currently controlled through chemical treatments and traps. This study aims to enhance the genomic understanding of this species to support the development of sterile insect technique as well as the use of innovative technologies.
Máximo Rivarola +15 more
wiley +1 more source

