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Procedurální generování obsahu počítačových her s použitím otevřených dat / Procedural Content Generation for Video Games using Open DataTuncel, Merve January 2019 (has links)
Games get boring when they start repeating themselves and do not offer players new content. Procedural content generation (PCG) is increasingly used to generate this content. PCG-based game design decreases the need to have a human designer or a writer to generate the content. Algorithmic creation of game content can augment the creativity of human designers and this makes it possible small so-called indie teams to create the content for their game without the big resources. In this work, the field of PCG is introduced. Application of PCG is shown through a mobile game implementation. The implementation details of the mobile game Rush Hour will be presented that makes use of Foursquare, Twitter and Mapbox APIs, which eases the content creation using open data as the input of PCG.
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Procedural Narrative Generation Through Emotionally Interesting Non-Player CharactersGriffith, Ioseff January 2018 (has links)
Procedural content generation is a technique used to produce a wide range of computer-generated content in many industries today, the video game industry in particular. This study focuses on how procedural content generation can be applied to create emotionally interesting non-player characters and through this, generate narrative snippets that can immerse and interest a reader. The main points examined are how to achieve this using a modular approach to personality and behaviour, how well readers can distinguish whether motivations and interactions are generated by a computer or written by a human, and to what degree a reader can be immersed in a computer-generated narrative. Procedural narrative could help to reduce workload on large projects or lower costs, and is an area in which there is much room for further research. To answer these problems, a literature review of existing techniques for the creation of emotionally interesting non-player characters was conducted and used to design and construct a prototype implementation for generating procedural narrative. The output of this narrative was dressed up to match the style of a human text and A/B testing was conducted utilising a survey in order to evaluate and compare responses to the two texts. Ultimately, the results showed very little difference between the perception of the human-written text and the computer-written text, with the only aspects found lacking in the computer-written text being clarity of emotion and foreshadowing.
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Uma contribuição à modelagem e geração automática de conteúdos educacionais / A contribution to modeling and automatic generation of educational contentVanessa Araujo Borges 05 May 2010 (has links)
Ambientes e sistemas de apoio ao ensino e aprendizado estão sendo adotados como mecanismos facilitadores no processo de ensino e aprendizado. No entanto, uma limitação comum à maioria desses ambientes está relacionada ao fato de concentrarem-se apenas na criação da estrutura, armazenamento e controle de acesso ao material didático, sem oferecer qualquer tipo de suporte à atividade de modelagem do conteúdo. Nesse contexto, em trabalhos anteriores foi proposta a abordagem AIM-CID - uma abordagem integrada para modelagem de conteúdos educacionais. Dando continuidade às pesquisas já realizadas, este trabalho aborda o estudo de mecanismos de apoio à modelagem de conteúdos educacionais, propondo extensões às etapas de modelagem conceitual e instrucional da abordagem AIM-CID. A ideia é incorporar à abordagem aspectos relacionados ao reuso e compartilhamento de conteúdos educacionais. Além disso, também foi considerado no escopo deste trabalho o projeto e o desenvolvimento da AIM-Tool - uma ferramenta Web, de apoio à modelagem e geração automática de conteúdos educacionais, com ênfase na construção distribuída dos modelos estendidos da abordagem AIM-CID. A ferramenta fornece mecanismos para a geração automática dos conteúdos modelados em diferentes formatos, além de tratar aspectos relacionados ao compartilhamento do material gerado, por meio da adoção do padrão LOM / Learning environments and systems has been investigated in order to facilitate the learning processes in general. However, one common limitation of most of these environments is related to the fact that they focus only on the creation of the structure, storage and learning material access control, with no support to the content modeling activity in the educational process. In this regard, in a previous work we proposed the IMA-CID - an integrated approach for modeling educational content. Motivated by this scenario, in this work we investigate supporting mechanisms for educational content modeling, proposing extensions to the conceptual model and instructional model of the IMA-CID approach. The idea is to incorporate aspects of sharing and reuse for educational content creation. Moreover, we have also considered the development of IMA-Tool - aWeb tool that supports the modeling and automatic generation of educational content, emphasizing the distributed construction of the extended models of the IMA-CID approach. This tool provides mechanisms for the automatic generation in various formats, besides considering aspects related to content sharing through the adoption of the LOM pattern
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Generation, evaluation, and optimisation of procedural 2D tile-based maps in turn-based tactical video gamesGriffith, Ioseff January 2016 (has links)
In modern times, procedural content generation sees frequent use in video games, producing anything from graphics to maps and quests. This study focuses on how these techniques can be used to produce forest maps for tactical role-playing games, and how this is applied in particular to Starshard, one such game. The main points addressed are how well the forestry growth simulation algorithm previously implemented in Starshard compares to algorithms based on other popular techniques, how to utilise evaluation and optimisation to produce correct and strategically interesting maps without human interference, and whether or not players can easily perceive a difference between procedural maps and maps designed by humans. With high demand for new algorithms to automate content generation in order to help smaller teams of developers and maintain interest in content post release, there is much value in delving further into less frequently explored aspects such as tile-based maps or player perception of procedural content. In order to answer the research problems, a controlled experiment comparing four forestry generation algorithms was performed, in addition to a study of literature to implement evaluation and optimisation algorithms, and a survey to gauge player reactions to the produced maps. Ultimately, the growth simulation proves to be more successful than alternative algorithms in reducing number of errors in maps. In addition, the results of the survey showed that while players are capable of reliably picking out human created maps, their ratings for procedurally generated maps were not much lower than these and they could frequently mistake procedural maps as being produced by humans.
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Applicering av en 2D dungeon algoritm i en 3D rymd : Hur bra presterar TinyKeeps dungeon algoritm i tre dimensioner? / Application of a 2D dungeon algorithm in 3D space : How well does TinyKeep’s dungeon algorithm perform in three dimensions?Birgersson, Emil January 2021 (has links)
Procedural content generation inom spel refererar till algoritmiskt, procedurellt skapande av digitalt innehåll i syfte att automatisera och minska mängden arbete för designers och grafiker. Ett område procedural content generation används för inom spel är dungeon generering. Målet för detta arbete var att utforska en 2D algoritm som används i spelet TinyKeep för just generering av dungeons och se hur den algoritmen kunde prestera om den modifierades för generering i en 3D rymd. Den modifierade algoritmen utvärderades baserat på attributen variation, justerbarhet, pålitlighet samt tidseffektivitet. Resultatet visade visade att det är möjligt att använda algoritmen i spelet TinyKeep i en 3D-rymd med godtagbart prestationsresultat. Som värst visade den modifierade algoritmen på en viss svaghet angående genereringstid vid en större tom rymd med större antal rum hos en dungeon. För framtida arbete vore det intressant att dela upp av delar av den modifierade algoritmen på separata trådar. / <p>Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.</p>
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Procedural generation of game bits and its effect on game user experienceLe Gal [Beneroso], Mikael January 2020 (has links)
Procedural Content Generation means the algorithmic creation of game content with limited or indirect user input. This technique is currently widespread in the game industry. However, its effects when applied to elements that do not engage directly with the player, also known as Game Bits, require more research. This paper focuses on how players experience a game when these Game Bits are procedurally generated, and how this alters their will to continue playing the game. By developing and using a 2DRogue like game to perform a qualitative study with eight participants, this dissertation shows an indication that procedurally generating Game Bits does not alter how the players experience a game or their desire to replay it.
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Maximizing the VR Play Space by Using Procedurally Generated Impossible Spaces : Research on VR Play Spaces and Their Impact on Game DevelopmentEklund, Vendela January 2022 (has links)
Background. Virtual Reality is a growing sector that provide the most immersive gaming experiences, especially when the locomotion technique natural walking is used. However, it is always limited by the physical play space available for the user. Introducing Impossible Spaces, also called Overlapping Maps, which when combined with Procedural Content Generation based on the users play space could maximize the experience. Objectives. The aim of this thesis is to implement a potential solution for procedurally generated impossible spaces that are sized according to the VR users playspace. Ultimately testing how the Execution Time is affected when subjecting the implementation to different sized play areas and number of maps to overlap. In addition to this, the thesis will examine the play space setup of various experiencedVR users. Methods. The three core algorithms of the implementation - Grid and Maze generation, as well as Portal placement - are evaluated in terms of execution time. A questionnaire was created for gathering data on VR users and their play space setup. Results. Questionnaire gathered 45 results in total. A majority had access to a play space area of 2-5 square meters. The VR users’ experience affected the size ofthe play space. The execution time for the core algorithms showed promising resultsin terms of execution time. Conclusions. Since most VR users do not have a large play space and the proposed solution performed well, it could be used to enhance the VR experience.
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Exploring procedural generation of planets : Developing a tool to create spherical worldsTripkovic, Filip January 2023 (has links)
If you want procedurally generated content in your games, you often have to rely on your own ability to develop the desired tools. This can be limiting for newer game developers, leading to certain types of gameplay not being considered when designing games. One instance of this problem regards procedurally generated planets, a rather uncommon type of game world, with a lack of tools online to create your own. To improve upon the issue, this paper sets out to explore how a tool can be developed to supply game developers with worlds in the form of planets. This resulted in Planet Designer, a Unity tool for quickly generating diverse planets with the potential to be used in a variety of game concepts. The tool utilizes layers of manipulated noise to generate wide ranges of terrain, which can be populated with trees, bushes, stones, etc. using a brush. By playing around with the terrain and ocean shaders, the user can give each planet a unique aesthetic through different colors, textures, and thresholds. The paper features an extensive description of how the tool’s features were implemented, and how the tool was evaluated, as well as a discussion about why the tool is considered a valid solution to the problem.
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Procedurální generování vesnic ve hře Minecraft pomocí algoritmu Wave Function Collapse / Procedurální generování vesnic ve hře Minecraft pomocí algoritmu Wave Function CollapseMifek, Jakub January 2022 (has links)
1 Maxim Gumin's Wave Function Collapse (WFC) algorithm is an example-driven image generation algorithm emerging from the craft of procedural content generation. The intended use of the algorithm is to generate new images in the style of given examples by ensuring local similarity. Our work aims to generalize the original work to make the algorithm applicable in other domains. Furthermore, we aim to apply it in a more difficult task of village generation in the 3D sandbox video game Minecraft. We will create a generic WFC library and a Minecraft mod, which will allow for structure generation using WFC. We hope that our WFC library will be beneficial to anyone exploring WFC and its applications in the Kotlin language and that our Minecraft showcase reveals some of the benefits and limits of the algorithm in complex problems.
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Generative design of game graphics and levels / Generativ design av spelgrafik och miljöerParborg, Sebastian, Holm, Rasmus January 2018 (has links)
This thesis describes the implementation and evaluation of a modular approach for generating 2D side-scroller game levels from a procedurally generated 3D world. Manually generating large amounts of game levels can take considerable amounts of time, and it maybe desirable to automate this process, using procedural content generation. The problem with using procedural content generation is that it is hard to generate coherent game levels. We implement a modular pipeline which, given a set of heightmaps, generates a 3Dworld. From this world, 2D game levels are generated by pathing and extracting terrain features which influence the content in the game levels. The resulting 2D game levels will, using our approach, have a coherent and logical look. The game levels themselves do not contain any interesting gameplay. Instead they rely on a game level designer to add gameplay elements. The resulting modular implementation is considered a success, it proves that it is possible to generate 2D game levels from a procedurally generated 3Dworld, using the features of that world.
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