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检索条件"任意字段=Proceedings of the The third workshop on Procedural Content Generation in Games"
52 条 记 录,以下是1-10 订阅
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Handling Interfaces for the procedural generation of Complete Buildings  8
Handling Interfaces for the Procedural Generation of Complet...
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8th International workshop on games and Software Engineering (GAS)
作者: Kutzias, Damian Von Mammen, Sebastian Julius Maximilians Univ Wurzburg JMU Wurzburg Germany
This paper presents the challenge of interface handling for different building constituents in the context of PGB (procedural generation of Buildings). Alongside this challenge, the current state of research about int... 详细信息
来源: 评论
A Framework to Even-Out Racetrack Bias  19
A Framework to Even-Out Racetrack Bias
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19th International Conference on the Foundations of Digital games (FDG)
作者: Majid, Mirkamil Crawfis, Roger Ohio State Univ Columbus OH 43210 USA
procedural content generation (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... 详细信息
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Learning Constrained Graph Layout for content generation  10
Learning Constrained Graph Layout for Content Generation
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10th Experimental Artificial Intelligence in games workshop, EXAG 2023
作者: Cooper, Seth Balema, Eden Northeastern University United States Dickinson College United States
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... 详细信息
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A procedural content generation Algorithm for First Person Shooter and Tower Defense games  2
A Procedural Content Generation Algorithm for First Person S...
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2nd Congreso Espanol de Videojuegos, CEV 2023 - 2nd Spanish Video games Congress
作者: Bacallado, Manuel Torres, Jesús Miguel Arnay, Rafael Universidad de La Laguna Escuela Superior de Ingeniería y Tecnología San Cristóbal de La Laguna Spain
The purpose of this work is to present the implementation of a rule-based procedural generation algorithm used for the creation of a game that mixes two genres: First Person Shooter and Tower Defense. The algorithm cr... 详细信息
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Domain-agnostic procedural content generation Can Be Done Declaratively  38
Domain-agnostic Procedural Content Generation Can Be Done De...
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38th Italian Conference on Computational Logic, CILC 2023
作者: Angilica, Denise Germano, Stefano Ianni, Giovambattista University of Calabria Italy University of Oxford United Kingdom
procedural content generation 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... 详细信息
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An Application of ASP for procedural content generation in Video games  37
An Application of ASP for Procedural Content Generation in V...
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37th Italian Conference on Computational Logic, CILC 2022
作者: De Seta, Andrea Alviano, Mario Rende87036 Italy
procedural content generation 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... 详细信息
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Testing wave function collapse to represent behaviors in video games  1
Testing wave function collapse to represent behaviors in vid...
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Actas del I Congreso Espanol de Videojuegos, CEV 2022 - 1st Spanish Congress on Videogames, CEV 2022
作者: Ramos, Adrián Martín, Micaela Y. Chover, Miguel Universitat Jaume I Adv. Vicent Sos Baynat s/n Castellón12071 Spain
One avenue of research with great viability for the development of video games is that of methods that allow the generation of procedural content. In recent years, the use of the Wave Function Collapse algorithm to cr... 详细信息
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procedural content generation using Behavior Trees (PCGBT)
Procedural Content Generation using Behavior Trees (PCGBT)
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Joint of the Artificial Intelligence and Interactive Digital Entertainment 2021 workshops, AIIDE-WS-2021
作者: Sarkar, Anurag Cooper, Seth Northeastern University United States
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 ... 详细信息
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Designing a Combined World and Story procedural content generation Engine
Designing a Combined World and Story Procedural Content Gene...
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Joint of the Artificial Intelligence and Interactive Digital Entertainment 2021 workshops, AIIDE-WS-2021
作者: Lech, Brenden Azad, Sasha Welnitz, Jennifer Jonasson, Joel Martens, Chris North Carolina State University United States Blast Bit Enterprises AB Sweden
procedural content generation (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... 详细信息
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10 Years of the PCG workshop: Past and Future Trends  20
10 Years of the PCG workshop: Past and Future Trends
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15th International Conference on the Foundations of Digital games
作者: Liapis, Antonios Univ Malta Inst Digital Games Msida Malta
As of 2020, the international workshop on procedural content generation enters its second decade. The annual workshop, hosted by the international conference on the Foundations of Digital games, has collected a corpus... 详细信息
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