Results 21 to 30 of about 2,115 (146)
Attack on the clones: managing player perceptions of visual variety and believability in video game crowds [PDF]
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
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
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
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
Artificial folklore for simulated religions [PDF]
In this paper we use grammar-directed procedural content generation (PCG) techniques to develop folklore; based on the seven basic story plots, for a simulated religion. A hierarchy of values for a simulated community was first generated.
Hall, Jason Andrew +2 more
core +1 more source
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 (PCG) is the use of automatic techniques to create content for games, varying from the generation of fundamental units such as textures or sound to complex environments and entire games.
Jose A. del Solar-Zavala +1 more
doaj +1 more source
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
A panorama of artificial and computational intelligence in games [PDF]
This paper attempts to give a high-level overview of the field of artificial and computational intelligence (AI/CI) in games, with particular reference to how the different core research areas within this field inform and interact with each other ...
Togelius, Julian +1 more
core +3 more sources
Tile Pattern KL-Divergence for Analysing and Evolving Game Levels
This paper provides a detailed investigation of using the Kullback-Leibler (KL) Divergence as a way to compare and analyse game-levels, and hence to use the measure as the objective function of an evolutionary algorithm to evolve new levels.
Arjovsky Martin +3 more
core +1 more source

