This paper describes the structure of a webservice able to generate simple game levels via constrained evolu-tionary optimization. The provided webservice allows users to generate playable game levels without need-ing to understand the underlying process and without having to allocate computational resources for doing so; combined with the highly expressive and customizable generator, a broad range of levels for different genres and purposes can meet many user needs
Creating game content requires balancing design considera-tions at multiple scales: each level requi...
Creating big games with a lot of content takes time. When it comes to designing levels, two time con...
Abstract—This paper proposes an automatic way of evolving level generators for arbitrary 2D games, w...
This paper describes computational processes which can simulate how human designers sketch and then ...
How can a human and an algorithm productively collaborate on generating game content? In this paper,...
The aim of this work is to develop a generator of maps used in fantasy role-playing games. The issue...
We aim to improve on the design of procedurally generated game levels. We propose a method which emp...
Video games are a peculiar medium, standing at the crossing point between art and software applicati...
With the passage of time, video games are becoming more complex, and their development incurs greate...
© 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for a...
The subject for this thesis is map generation for computer or desk games. Examples of map editors an...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
Şafak Topçu (MEF Author)##nofulltext##In this paper, we present a method to generate map sketches fo...
Abstract. In this article we present a system that enhances content in platform game levels. This is...
This paper presents a framework and an initial study in general video game level generation, the pro...
Creating game content requires balancing design considera-tions at multiple scales: each level requi...
Creating big games with a lot of content takes time. When it comes to designing levels, two time con...
Abstract—This paper proposes an automatic way of evolving level generators for arbitrary 2D games, w...
This paper describes computational processes which can simulate how human designers sketch and then ...
How can a human and an algorithm productively collaborate on generating game content? In this paper,...
The aim of this work is to develop a generator of maps used in fantasy role-playing games. The issue...
We aim to improve on the design of procedurally generated game levels. We propose a method which emp...
Video games are a peculiar medium, standing at the crossing point between art and software applicati...
With the passage of time, video games are becoming more complex, and their development incurs greate...
© 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for a...
The subject for this thesis is map generation for computer or desk games. Examples of map editors an...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
Şafak Topçu (MEF Author)##nofulltext##In this paper, we present a method to generate map sketches fo...
Abstract. In this article we present a system that enhances content in platform game levels. This is...
This paper presents a framework and an initial study in general video game level generation, the pro...
Creating game content requires balancing design considera-tions at multiple scales: each level requi...
Creating big games with a lot of content takes time. When it comes to designing levels, two time con...
Abstract—This paper proposes an automatic way of evolving level generators for arbitrary 2D games, w...