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The application of procedural content generation in video game design [PDF]
Video games have started to become a daily part of our lives. In 2015 the Entertainment Software Association reported that 155 million Americans play video games and 42 percent of those play video games regularly, spending at least three hours per week ...
Bomström, H. (Henri)
core +1 more source
Mathematics, particularly trigonometry, is often perceived by high school students as abstract and difficult to understand due to the complex spatial visualization it requires.
Zainul Arham +4 more
doaj +1 more source
ABSTRACT During the last decade, there has been a growing interest for local and endangered breeds as they are often seen as more resilient and healthier than mainstream breeds. They can also provide high added‐value products like meat or dairy products.
Margaux Vandewalle +7 more
wiley +1 more source
A Very Short History of Dynamic and Procedural Content Generation
This chapter portrays the historical and mathematical background of dynamic and procedural content generation (PCG). We portray and compare various PCG methods and analyze which mathematical approach is suited for typical applications in game design.
Korn, Oliver (Prof. Dr.) +3 more
core +1 more source
Partitioned Balancing Domain Decomposition Method for Heterogeneous Static Structures
ABSTRACT This study proposes a partitioned balancing domain decomposition (P‐BDD) method for static analysis of heterogeneous structures. The P‐BDD method may be viewed as a localized version of traditional BDD approaches. Its principal solution vector consists of unassembled partition‐boundary displacements, used to compute the partition‐interior ...
Seung‐Hoon Kang +3 more
wiley +1 more source
游戏地图自动生成是目前过程内容生成PCG(Procedural Content Generation)研究的热点之一.本文以开源RTS游戏MegaGlest的地图为研究对象,以公平性、可玩性、战略性和趣味性为优化目标,提出多目标粒子群优化的游戏地图生成算法.实验结果表明,自动生成的地图在4个优化目标方面具有明显改进,能给玩家提供更好的游戏体验.
李枭, 牟超, 林涛, 周刚
doaj
Procedural Content Generation (PCG) digunakan pada gim bergenre Roguelike sebagai pembangkit konten. Algoritma Drunkard’s Walk merupakan salah satu algoritma yang digunakan pada PCG dengan cara membuat ruangan dan koridor.
Suyatna, Suyatna
core +1 more source
BiLSTM and dynamic fuzzy AHP-GA method for procedural game level generation. [PDF]
İnce M.
europepmc +1 more source
A Multimodal Approach for Real Time Recognition of Engagement towards Adaptive Serious Games for Health. [PDF]
Mitsis K +6 more
europepmc +1 more source
A Probabilistic Grammar for Procedural Content Generation
In game development, procedural content generation (PCG) is an important area of research that aims at generating content algorithmically rather than manually.
Toto, Giuseppe +2 more
core

