Results 31 to 40 of about 2,115 (146)
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
Testing Autonomous Robot Control Software Using Procedural Content Generation [PDF]
We present a novel approach for reducing manual effort when testing autonomous robot control algorithms. We use procedural content generation, as developed for the film and video game industries, to create a diverse range of test situations.
A. Wardziński +5 more
core +2 more sources
In transformation zone type 3, a systematic multiple biopsy protocol improved CIN2+ detection, particularly in high‐grade referrals, whereas yield remained limited in low‐grade referral cases. DSI‐assisted colposcopy did not increase biopsy sensitivity’.
Vibe Munk Bertelsen +4 more
wiley +1 more source
Implementing Adaptive Game Difficulty Balancing in Serious Games [PDF]
The ability to engage and retain players is perceived as a major factor in the success of games. However, the end-goal of retention differs between entertainment and serious contexts.
Bellamy-Wood, Tyrone +4 more
core +1 more source
Adaptive Optical Layers: Efficient Tall Cell Grids for Liquid Simulation
Abstract Tall cell grids have been proposed as an efficient approach to accelerate large‐scale liquid simulation. In this framework, regions near the liquid surface are discretized with regular grids, while regions farther away are represented by elongated rectangular cells.
Fumiya Narita, Takashi Kanai
wiley +1 more source
Analysis, Generation, and Validation of New Boards for the Game Micro Robots
This document presents a study of the board game Micro Robots and the development of a pipeline for the generation and validation of new boards of variable sizes. The implementation was carried out in the C# language, using graph theory and a depth-first
Kevin Silva +2 more
doaj +1 more source
Progressively Projected Newton's Method
Abstract Newton's Method is widely used to find the solution of complex non‐linear simulation problems. To guarantee a descent direction, it is common practice to clamp the negative eigenvalues of each element Hessian prior to assembly—a strategy known as Projected Newton (PN)—but this perturbation often hinders convergence.
J. A. Fernández‐Fernández +2 more
wiley +1 more source
Automatic Mapping of NES Games with Mappy
Game maps are useful for human players, general-game-playing agents, and data-driven procedural content generation. These maps are generally made by hand-assembling manually-created screenshots of game levels.
Guzdial Matthew +3 more
core +1 more source
A Self-Adaptive Evolutionary Approach to the Evolution of Aesthetic Maps for a RTS Game [PDF]
Procedural content generation (PCG) is a research eld on the rise,with numerous papers devoted to this topic. This paper presents a PCG method based on a self-adaptive evolution strategy for the automatic generation of maps for the real-time strategy ...
Cotta, Carlos +2 more
core +1 more source
Non‐Rigid 3D Shape Correspondences: From Foundations to Open Challenges and Opportunities
Abstract Estimating correspondences between deformed shape instances is a long‐standing problem in computer graphics; numerous applications, from texture transfer to statistical modelling, rely on recovering an accurate correspondence map. Many methods have thus been proposed to tackle this challenging problem from varying perspectives, depending on ...
A. Zhuravlev +14 more
wiley +1 more source

