This paper presents a novel approach to procedural generation of urban maps for First Person Shooter (FPS) games. A multi-agent evolutionary system is employed to place streets, buildings and other items inside the Unity3D game engine, resulting in playable video game levels. A computational agent is trained using machine learning techniques to capture the intent of the game designer as part of the multi-agent system, and to enable a semi-automated aesthetic selection for the underlying genetic algorithm
Developing a virtual 3D environment by using game engine is a strategy to incorporate various multim...
The functions supported by commercial CAD software are drawing, construction and presentation. Until...
The computer game industry requires a skilled workforce and this combined with the complexity of mod...
This paper presents a novel approach to procedural generation of urban maps for First Person Shooter...
Title: Procedural generation of cities in 3D Author: Miroslav Krabec Department: Department of Softw...
Artificial intelligence and machine learning have recently become a hot topic in terms of software s...
We address the problem of automatically designing maps for first-person shooter (FPS) games. An effi...
In this paper, we propose the strategy of integrating multiple evolutionary processes for personaliz...
© 2015 IEEE. In this paper, we propose the strategy of integrating multiple evolutionary processes f...
In this paper, we propose the strategy of integrating multiple evolutionary processes for personaliz...
Procedural content generation, or PCG, is a method of algorithmically generating, for instance, vide...
The recent developments in computer systems’ processing technology allow graphic artists to create i...
The computer game industry requires a skilled workforce and this combined with the complexity of mod...
Main aim of this thesis is to produce procedurally generated three-dimensional cities that can be us...
There is a growing demand for the use of AI techniques in videogame development to improve user inte...
Developing a virtual 3D environment by using game engine is a strategy to incorporate various multim...
The functions supported by commercial CAD software are drawing, construction and presentation. Until...
The computer game industry requires a skilled workforce and this combined with the complexity of mod...
This paper presents a novel approach to procedural generation of urban maps for First Person Shooter...
Title: Procedural generation of cities in 3D Author: Miroslav Krabec Department: Department of Softw...
Artificial intelligence and machine learning have recently become a hot topic in terms of software s...
We address the problem of automatically designing maps for first-person shooter (FPS) games. An effi...
In this paper, we propose the strategy of integrating multiple evolutionary processes for personaliz...
© 2015 IEEE. In this paper, we propose the strategy of integrating multiple evolutionary processes f...
In this paper, we propose the strategy of integrating multiple evolutionary processes for personaliz...
Procedural content generation, or PCG, is a method of algorithmically generating, for instance, vide...
The recent developments in computer systems’ processing technology allow graphic artists to create i...
The computer game industry requires a skilled workforce and this combined with the complexity of mod...
Main aim of this thesis is to produce procedurally generated three-dimensional cities that can be us...
There is a growing demand for the use of AI techniques in videogame development to improve user inte...
Developing a virtual 3D environment by using game engine is a strategy to incorporate various multim...
The functions supported by commercial CAD software are drawing, construction and presentation. Until...
The computer game industry requires a skilled workforce and this combined with the complexity of mod...