Sökning: "procedural content generation"

Hittade 4 avhandlingar innehållade orden procedural content generation.

  1. 1. Patterns and procedural content generation in digital games : automatic level generation for digital games using game design patterns

    Författare :Steve Dahlskog; Pieter Spronck; Malmö högskola; []
    Nyckelord :Procedural Content Generation; Search-based; Genetic Algorithms; Digital Games; Design Patterns;

    Sammanfattning : The development of content in digital games, such as game worlds, quests, levels, 3D-models, and textures, is costly and time consuming. To address this, different approaches to automate the process of creating game content, often referred to as procedural content generation (PCG), has been suggested. LÄS MER

  2. 2. Exploring the Dynamic Properties of Interaction in Mixed-Initiative Procedural Content Generation

    Författare :Alberto Alvarez; Jose Font; Steve Dahlskog; Julian Togelius; Nancy L Russo; Sebastian Risi; Malmö universitet; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; NATURVETENSKAP; NATURAL SCIENCES; Mixed-Initiative; Procedural Content Generation; Quality Diversity; Computer Games; Evolutionary Algorithms;

    Sammanfattning : As AI develops, grows, and expands, the more benefits we can have from it. AI is used in multiple fields to assist humans, such as object recognition, self-driving cars, or design tools. However, AI could be used for more than assisting humans in their tasks. LÄS MER

  3. 3. Exploring Game Design through Human-AI Collaboration

    Författare :Alberto Alvarez; Jose Font; Julian Togelius; Steve Dahlskog; Nancy L Russo; Georgios N. Yannakakis; Malmö universitet; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; NATURVETENSKAP; NATURAL SCIENCES; Computer Games; Human-AI Collaboration; Mixed-Initiative; Procedural Content Generation; Quality Diversity; Computational Creativity; Interaktionsdesign; Interaktionsdesign;

    Sammanfattning : Game design is a hard and multi-faceted task that intertwines different gameplay mechanics, audio, level, graphic, and narrative facets. Games' facets are developed in conjunction with others with a common goal that makes games coherent and interesting. LÄS MER

  4. 4. GCLA : the design, use and implementation of a program development system

    Författare :Martin Aronsson; Stockholms universitet; []
    Nyckelord :;

    Sammanfattning : We present a program development system, GCLA (Generalized horn Clause LAnguage*), which is based on a generalization of Horn clauses (e.g. Prolog). This generalization takes a quite different view of the meaning of a logic program - a "definitional" view rather than the traditional logical view. LÄS MER