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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11-20 订阅
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Tackling generation of combat encounters in role-playing digital games  21
Tackling generation of combat encounters in role-playing dig...
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21st Conference Information Technologies - Applications and Theory, ITAT 2021
作者: Kozma, Matouš Černý, Vojtěch Gemrot, Jakub Faculty of Mathematics and Physics Charles University Ke Karlovu 3 Praha 2121 16 Czech Republic
procedural content generation (PCG) has been used in digital games since the early 1980s. Here we focus on a new problem of generating personalized combat encounters in role playing video games (RPG). A game should pr... 详细信息
来源: 评论
procedural generation for Divination and Inspiration  20
Procedural Generation for Divination and Inspiration
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15th International Conference on the Foundations of Digital games
作者: Pichlmair, Martin Putney, Charlene IT Univ Copenhagen Ctr Comp Games Res Copenhagen Denmark
This paper presents a series of experiments that map the expressive space of specific procedural generation techniques with playful aleatory interventions. They are tools for inspiration based on divinatory practices.... 详细信息
来源: 评论
Precomputing player movement in platformers for level generation with reachability constraints
Precomputing player movement in platformers for level genera...
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2020 Joint Artificial Intelligence and Interactive Digital Entertainment workshops, AIIDE-WS 2020
作者: Lee, Vivian Partlan, Nathan Cooper, Seth Northeastern University United States
procedural content generation via Machine Learning (PCGML) creates game levels from examples. PCGML for platformers with physics-based player movement generally has not guaranteed the reachability of goals, relying on...
来源: 评论
procedural 3D terrain generation using generative adversarial networks  11
Procedural 3D terrain generation using generative adversaria...
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workshops of the 11th EETN Conference on Artificial Intelligence, SETN 2020 workshops
作者: Panagiotou, Emmanouil Charou, Eleni School of Electrical and Computer Engineering National Technical University of Athens Greece
procedural 3D Terrain generation has become a necessity in open world games, as it can provide unlimited content, through a functionally infinite number of different areas, for players to explore. In our approach, we ... 详细信息
来源: 评论
Towards a model to meet players’ preferences in games  3
Towards a model to meet players’ preferences in games
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3rd workshop on games-Human Interaction, GHItaly 2019
作者: Bellini, Mattia University of Milan Milan Italy
Different have been the attempts to use procedural content generation via Machine Learning in game development. Among the others, some researchers have tried to adapt a game, or some part of it, to the user playing it... 详细信息
来源: 评论
Presenting GHItaly19-3rd workshop on games-Human Interaction  19
Presenting GHItaly19-3rd Workshop on Games-Human Interaction
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13th Biannual Conference of the Italian-SIGCHI-Chapter on Designing the Next Interaction (CHItaly)
作者: De Marsico, Maria Gadia, Davide Maggiorini, Dario Mariani, Ilaria Ripamonti, Laura Anna Sapienza Univ Rome Rome Italy Univ Milan Milan Italy Politecn Milan Milan Italy
This short paper introduces the contributions accepted for the 3rd workshop on games-Human Interaction - GHItaly19, held in connection with CHItaly 2019. Since its first edition, this series of workshops aims at focus... 详细信息
来源: 评论
Blending levels from different games using LSTMs
Blending levels from different games using LSTMs
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2018 Joint of the Artificial Intelligence and Interactive Digital Entertainment workshops, AIIDE-WS 2018
作者: Sarkar, Anurag Cooper, Seth Northeastern University BostonMA United States
Recent work has shown machine learning approaches to be effective in training models on existing game data for informing procedural generation of novel content. Specifically, ML techniques have successfully used exist... 详细信息
来源: 评论
Wonderful design: Applying appraisal theory to procedural level generation
Wonderful design: Applying appraisal theory to procedural le...
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2018 Joint of the Artificial Intelligence and Interactive Digital Entertainment workshops, AIIDE-WS 2018
作者: Corstjens, Rosa Bouwer, Anders Dormans, Joris Van Rozen, Riemer Amsterdam University of Applied Sciences Amsterdam Netherlands Ludomotion Amsterdam Netherlands Centrum Wiskunde and Informatica Amsterdam Netherlands
procedural level generation for games is an active field of research with successful applications. However, how to generate content that embodies design intent is still an open research question. Level designers lack ... 详细信息
来源: 评论
Leveraging Multi-Layer Level Representations for Puzzle-Platformer Level generation  13
Leveraging Multi-Layer Level Representations for Puzzle-Plat...
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13th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2017
作者: Snodgrass, Sam Ontañón, Santiago Drexel University 3141 Chestnut St PhiladelphiaPA19104 United States
procedural content generation via machine learning (PCGML) has been growing in recent years. However, many PCGML approaches are only explored in the context of linear platforming games, and focused on modeling structu... 详细信息
来源: 评论
Mixed reality meets procedural content generation in video games  12
Mixed reality meets procedural content generation in video g...
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12th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2016
作者: Azad, Sasha Saldanha, Carl Gan, Cheng Hann Riedl, Mark O. Georgia Institute of Technology School of Interactive Computing United States
The use of artificial intelligence and procedural content generation algorithms in mixed reality games is an unexplored space. We posit that these algorithms can enhance the gameplay experience in mixed reality games.... 详细信息
来源: 评论