Context. Procedural content generation (PCG) refers to algorithmical creation of game content (e.g. levels, maps, characters). Since PCG generators are able to produce huge amounts of game content, it becomes impractical for humans to evaluate them manually. Thus it is desirable to automate the process of evaluation. Objectives. This work presents an automatic method for evaluation of procedural level generators for 2D platform games. The method was used for comparative evaluation of four procedural level generators developed within the research community. Methods. The evaluation method relies on simulation of the human player's behaviour in a 2D platform game environment. It is made up of three components: (1) a 2D platform game Infin...
In this work we present the intelligent orchestrator of random generators (IORand), a hybrid procedu...
In this paper we present a model for procedural generation of 2D platforming levels, with the aim to...
Evaluating the quality of procedurally generated outputs is still one the important open problems i...
Evaluation is an open problem in procedural content generation research. The eld is now in a state ...
Evaluation is an open problem in procedural content generation research. The eld is now in a state ...
Procedural Content Generation (PCG) has long been used in video games to produce content that would ...
Abstract—One of the major challenges in procedural con-tent generation in computer games is to autom...
Procedural Content Generation (PCG), as defined in the book “Procedural Content Generation in Games”...
The monumental goal of Artificial Intelligence (AI) is to model general solutions that can be applie...
Procedural content generation (PCG) is a long-used approach for creating a sizable volume of playabl...
With the passage of time, video games are becoming more complex, and their development incurs greate...
With the passage of time, video games are becoming more complex, and their development incurs greate...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
In this work we present the intelligent orchestrator of random generators (IORand), a hybrid procedu...
In this paper we present a model for procedural generation of 2D platforming levels, with the aim to...
Evaluating the quality of procedurally generated outputs is still one the important open problems i...
Evaluation is an open problem in procedural content generation research. The eld is now in a state ...
Evaluation is an open problem in procedural content generation research. The eld is now in a state ...
Procedural Content Generation (PCG) has long been used in video games to produce content that would ...
Abstract—One of the major challenges in procedural con-tent generation in computer games is to autom...
Procedural Content Generation (PCG), as defined in the book “Procedural Content Generation in Games”...
The monumental goal of Artificial Intelligence (AI) is to model general solutions that can be applie...
Procedural content generation (PCG) is a long-used approach for creating a sizable volume of playabl...
With the passage of time, video games are becoming more complex, and their development incurs greate...
With the passage of time, video games are becoming more complex, and their development incurs greate...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
In this work we present the intelligent orchestrator of random generators (IORand), a hybrid procedu...
In this paper we present a model for procedural generation of 2D platforming levels, with the aim to...
Evaluating the quality of procedurally generated outputs is still one the important open problems i...