Negatively correlated ensemble reinforcement learning for online diverse game level generation

Z Wang, C Hu, J Liu, X Yao - The Twelfth International Conference …, 2024 - openreview.net
Deep reinforcement learning has recently been successfully applied to online procedural
content generation in which a policy determines promising game-level segments. However …

[PDF][PDF] Procedural Generation of Quests for Games Using Genetic Algorithms and Automated Planning.

ES de Lima, B Feijó, AL Furtado - SBGames, 2019 - researchgate.net
The production of high-quality commercial games requires the work of a few hundred
individuals, including designers, artists, and story writers, to produce game content, such as …

Video game engagement: a passkey to the intentions of continue playing, purchasing virtual items, and player recruitment (3Ps)

Laurence, A Hermawan, I Bernarto… - International Journal of …, 2023 - Wiley Online Library
People of all ages enjoy playing games, making online gaming a part of the modern lifestyle.
Online games as digital products can reach gamers without being hindered by various …

[HTML][HTML] Procedural generation of branching quests for games

ES de Lima, B Feijó, AL Furtado - Entertainment Computing, 2022 - Elsevier
The production of high-quality digital games usually requires a few hundred individuals,
including designers, artists, and story writers. Currently, development teams are increasingly …

[PDF][PDF] Modern trends in the automatic generation of content for video games

B Bontchev - Serdica Journal of Computing, 2016 - serdica-comp.math.bas.bg
Attractive and realistic content has always played a crucial role in the penetration and
popularity of digital games, virtual environments, and other multimedia applications …

Synthesizing game levels for collaborative gameplay in a shared virtual environment

H Liu, M Choi, D Kao, C Mousas - ACM Transactions on Interactive …, 2023 - dl.acm.org
We developed a method to synthesize game levels that accounts for the degree of
collaboration required by two players to finish a given game level. We first asked a game …

Measuring diversity of game scenarios

Y Li, Z Wang, Q Zhang, B Yuan, X Wang… - arXiv preprint arXiv …, 2024 - arxiv.org
This survey comprehensively reviews the multi-dimensionality of game scenario diversity,
spotlighting the innovative use of procedural content generation and other fields as …

AutoBiomes: procedural generation of multi-biome landscapes

R Fischer, P Dittmann, R Weller, G Zachmann - The Visual Computer, 2020 - Springer
Advances in computer technology and increasing usage of computer graphics in a broad
field of applications lead to rapidly rising demands regarding size and detail of virtual …

Systematic Literature Review of Meta-heuristic Algorithms and their Application in Procedural Content Generation (PCG) in the Context of Computer Games

S Alyaseri, R Sinha, P Nand - 2024 - researchsquare.com
This study investigated the use of metaheuristics and algorithms inspired by nat-ural
processes to determine optimal solutions for procedural content generation (PCG) for the …

Procedural generation using spatial GANs for region-specific learning of elevation data

RJ Spick, P Cowling, JA Walker - 2019 IEEE Conference on …, 2019 - ieeexplore.ieee.org
Heightmap generation is currently a tedious topic with the majority of generation using Perlin
noise which forms a reliable, but sometimes repetitive output. In this paper, a method of …