The development of content in digital games, such as game worlds, quests, levels, 3D-models, and textures, is costly and time consuming. To address this, different approaches to automate the process of creating game content, often referred to as procedural content generation (PCG), has been suggested. However, PCG is a complex task and include challenges such as creating content with variation, coherent style, speed, and correctness. The research in the thesis is concerned with generating game content with the aid of game design patterns, both by establishing models and exploring different methods to generate actual game content for different games. The methods include implementations of evolutionary computation, i.e. a set of search-based ...
This paper discusses how to use design patterns in procedural level generation, with particular refe...
Recently, a small number of papers have appeared in which the authors implement stochastic search al...
The benefits of using some type of automation to reduce the time and cost of software development is...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
With the passage of time, video games are becoming more complex, and their development incurs greate...
Procedural content generation and design patterns could potentially be combined in several di erent ...
In this paper we present a search-based approach for procedural generation of game levels that repre...
This article describes procedural content generation algorithms used by an independent video game de...
This paper outlines an approach for evolutionary procedural generation of video game content. The st...
This paper outlines an approach for evolutionary procedural generation of video game content. The st...
This book presents the most up-to-date coverage of procedural content generation (PCG) for games, sp...
In the context of video games, Procedural Content Generation (PCG) refers to the automatic creation ...
Procedural Content Generation (PCG) has long been used in video games to produce content that would ...
Hundreds of millions of people play computer games every day. For them, game content–from 3D objects...
The focus of this survey is on research in applying evolutionary and other metaheuristic search algo...
This paper discusses how to use design patterns in procedural level generation, with particular refe...
Recently, a small number of papers have appeared in which the authors implement stochastic search al...
The benefits of using some type of automation to reduce the time and cost of software development is...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
With the passage of time, video games are becoming more complex, and their development incurs greate...
Procedural content generation and design patterns could potentially be combined in several di erent ...
In this paper we present a search-based approach for procedural generation of game levels that repre...
This article describes procedural content generation algorithms used by an independent video game de...
This paper outlines an approach for evolutionary procedural generation of video game content. The st...
This paper outlines an approach for evolutionary procedural generation of video game content. The st...
This book presents the most up-to-date coverage of procedural content generation (PCG) for games, sp...
In the context of video games, Procedural Content Generation (PCG) refers to the automatic creation ...
Procedural Content Generation (PCG) has long been used in video games to produce content that would ...
Hundreds of millions of people play computer games every day. For them, game content–from 3D objects...
The focus of this survey is on research in applying evolutionary and other metaheuristic search algo...
This paper discusses how to use design patterns in procedural level generation, with particular refe...
Recently, a small number of papers have appeared in which the authors implement stochastic search al...
The benefits of using some type of automation to reduce the time and cost of software development is...