© 2015 IEEE. In this paper, we propose the strategy of integrating multiple evolutionary processes for personalized procedural content generation (PCG). In this vein, we provide a concrete solution that personalizes game maps in a top-down action-shooter game to suit an individual player's preferences. The need for personalized PCG is steadily growing as the player market diversifies, making it more difficult to design a game that will accommodate a broad range of preferences and skills. In the solution presented here, the geometry of the map and the density of content within that geometry are represented and generated in distinct evolutionary processes, with the player's preferences being captured and utilized through a combination of inte...
A search-based procedural content generation (SBPCG) algorithm for strategy game maps is proposed. T...
In the context of video games, Procedural Content Generation (PCG) refers to the automatic creation ...
Abstract—This paper demonstrates an approach to arranging content within maps of an action-shooter g...
In this paper, we propose the strategy of integrating multiple evolutionary processes for personaliz...
In this paper, we propose the strategy of integrating multiple evolutionary processes for personaliz...
In digital games, the map (sometimes referred to as the level ) is the virtual environment in whi...
We address the problem of automatically designing maps for first-person shooter (FPS) games. An effi...
Videogames are one of the most important and profitable sectors in the industry of entertainment. No...
This paper introduces Rank-based Interactive Evolution (RIE) which is an alternative to interactive ...
Abstract: Procedural content generation (PCG) is the process of generating video game content throug...
the date of receipt and acceptance should be inserted later Abstract This paper shows how multiobjec...
Gamification, that is, the usage of game content in non-game contexts, has been successfully employe...
his paper shows how multiobjective evolutionary algorithms can be used to procedurally generate comp...
Procedural content generation (PCG) is a research eld on the rise,with numerous papers devoted to t...
Artículo publicado en congreso SEED'2013 (I Spanish Symposium on Entertainment Computing), Septiembr...
A search-based procedural content generation (SBPCG) algorithm for strategy game maps is proposed. T...
In the context of video games, Procedural Content Generation (PCG) refers to the automatic creation ...
Abstract—This paper demonstrates an approach to arranging content within maps of an action-shooter g...
In this paper, we propose the strategy of integrating multiple evolutionary processes for personaliz...
In this paper, we propose the strategy of integrating multiple evolutionary processes for personaliz...
In digital games, the map (sometimes referred to as the level ) is the virtual environment in whi...
We address the problem of automatically designing maps for first-person shooter (FPS) games. An effi...
Videogames are one of the most important and profitable sectors in the industry of entertainment. No...
This paper introduces Rank-based Interactive Evolution (RIE) which is an alternative to interactive ...
Abstract: Procedural content generation (PCG) is the process of generating video game content throug...
the date of receipt and acceptance should be inserted later Abstract This paper shows how multiobjec...
Gamification, that is, the usage of game content in non-game contexts, has been successfully employe...
his paper shows how multiobjective evolutionary algorithms can be used to procedurally generate comp...
Procedural content generation (PCG) is a research eld on the rise,with numerous papers devoted to t...
Artículo publicado en congreso SEED'2013 (I Spanish Symposium on Entertainment Computing), Septiembr...
A search-based procedural content generation (SBPCG) algorithm for strategy game maps is proposed. T...
In the context of video games, Procedural Content Generation (PCG) refers to the automatic creation ...
Abstract—This paper demonstrates an approach to arranging content within maps of an action-shooter g...