This paper presents the challenge of interface handling for different building constituents in the context of PGB (proceduralgeneration of Buildings). Alongside this challenge, the current state of research about int...
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ISBN:
(纸本)9798400705618
This paper presents the challenge of interface handling for different building constituents in the context of PGB (proceduralgeneration of Buildings). Alongside this challenge, the current state of research about interfaces and their handling in current implementations of (almost) complete buildings is presented. Afterwards, different means of integration are discussed including their expected impacts, implementation efforts, and control mechanisms. Handling the integration challenge for PGB can be understood as a meta challenge with several design choices, making several decisions for controlling complexity both computationally and regarding the implementation effort. One set of such decisions is presented, optimised to cover many common cases of buildings while utilising currently existing generators and their limited compatibility to procedurally generate complete buildings with manageable efforts.
proceduralcontentgeneration (PCG) has demonstrated its capability to create compelling game content across various domains, including racing games. In this paper, a novel approach utilizing PCG is presented that aim...
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ISBN:
(纸本)9798400709555
proceduralcontentgeneration (PCG) has demonstrated its capability to create compelling game content across various domains, including racing games. In this paper, a novel approach utilizing PCG is presented that aims to generate racetracks with the primary objective of ensuring fairness and balanced gameplay regardless of the player's vehicle choice(1). The proposed framework comprises three distinct phases: During the first phase, modular racetrack segments are procedurally generated in order to enhance track variety, which plays a crucial role in providing an engaging gaming experience. In the second phase, AI car controllers are employed on different vehicles to simulate driving through all generated racetrack segments, gathering various statistics. This step allows for the collection of data that will inform decision-making during the final assembly of the complete racetrack. Finally, in the third phase, the collected data is utilized to select and assemble the most suitable racetrack segments, ensuring fairness for all simulated vehicle types by avoiding any potential unfair advantages or disadvantages. To further support this innovative framework, its theoretical foundation is explored, and detailed explanations of each step involved in the process are provided.
Graphs are a common format for procedurally generated content in games. However, many graph-based approaches require grammars to be manually authored or additional processing to add spatial layout information. In this...
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The purpose of this work is to present the implementation of a rule-based proceduralgeneration algorithm used for the creation of a game that mixes two genres: First Person Shooter and Tower Defense. The algorithm cr...
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proceduralcontentgeneration is applied in the development process of many commercial games: automatically generated contents are delivered to players in order to offer a constantly changing user experience and enric...
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proceduralcontentgeneration eases and accelerates the development of video games by creating data algorithmically through a combination of human-generated assets and algorithms usually coupled with computer-generate...
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One avenue of research with great viability for the development of video games is that of methods that allow the generation of proceduralcontent. In recent years, the use of the Wave Function Collapse algorithm to cr...
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Behavior trees (BTs) are a popular method for modeling NPC and enemy AI behavior and have been widely used in commercial games. In this work, rather than use BTs to model game playing agents, we use them for modeling ...
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proceduralcontentgeneration (PCG) has seen relative widespread adoption in games and game development. While PCG methods are gaining traction in commercial games, there are comparatively fewer cases where PCG has be...
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As of 2020, the international workshop on proceduralcontentgeneration enters its second decade. The annual workshop, hosted by the international conference on the Foundations of Digital games, has collected a corpus...
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ISBN:
(纸本)9781450388078
As of 2020, the international workshop on proceduralcontentgeneration enters its second decade. The annual workshop, hosted by the international conference on the Foundations of Digital games, has collected a corpus of 95 papers published in its first 10 years. This paper provides an overview of the workshop's activities and surveys the prevalent research topics emerging over the years.
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