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A Study on Fitness Functions and Their Impact in PCGJohansson, Simon January 2018 (has links)
Procedural Content Generation (PCG) is a tool for developers to take advantage of the computational power of the computer in order to create new content. There are many different method that a PCG program is able to utilize but finding the most optimal may be very challenging. In this paper we improved Evolution Dungeon Designer (EDD) by integrate symmetry and similar fitness function. We evaluated them with experiments and a user study that involved participants that are active in the field of game development. We can see that both symmetry and similar functions can easily be integrated for creating 2D dungeon rooms but has the potential of overwhelm the existing functions.
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A search-based approach for procedurally generating player adapted enemies in real-timeOlsson, Viktor January 2019 (has links)
An Evolutionary Algorithm was run in real-time for the procedural generation ofenemies in a third-person, wave based hack and slash and shoot 'em up game. Thealgorithm evaluates enemies as individuals based on their effectiveness at battlingthe player character. Every generation is presented as a new wave of enemieswhose properties have been adjusted according to the fitness of the last wave. Byconstantly making new enemies more adept at the task of the defeating the currentplayer, I attempt to automatically and naturally raise the difficulty as the gameprogresses. The goal is also to improve player satisfaction as a result. By analyzingthe response from players and observing the changes of the generated enemies, Idetermine whether or not this is an appropriate implementation of EvolutionaryAlgorithms. Results showed that the success of the algorithm varied substantiallybetween tests, giving a number of both failed and successful tests. I go throughsome of the individual data and draw conclusions on what specific conditions makesthe algorithm perform desirably.
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Les textes procéduraux en anglais : création d'une échelle de prototypicalité / Procedural texts in english : creation of a prototypicality scaleCoutherut, Margaux 28 November 2016 (has links)
Les textes procéduraux, qui disent de faire et comment faire, jouent un rôle important dans la vie quotidienne et, pourtant, il n'existe que peu d'études sur ce sujet alors que mieux les connaître permettrait de les rédiger avec davantage de rigueur. Cette thèse est à la croisée de plusieurs disciplines : l'anglais de spécialité, la linguistique de corpus, la linguistique appliquée et l'analyse de genre.La première partie de la thèse décrit l'état de la recherche réalisée sur les textes procéduraux ainsi que la méthodologie choisie pour les analyser qui est appliquée à l'étalon de référence, la recette de cuisine. Dans la deuxième partie, il est procédé à une étude des niveaux linguistiques et organisationnels de différents textes compilés dans des corpus composés respectivement de règles du jeu, de protocoles de travaux pratiques en sciences, de notices explicatives et d'instructions de sécurité : ces différents corpus sont comparés à l'étalon de référence puis entre eux. Le but de cette recherche est de déterminer les microgenres procéduraux les plus prototypiques et d'établir si leur caractère spécialisé ou non influe sur leur degré de prototypicalité. Nous obtenons ainsi une échelle de prototypicalité que nous questionnons dans la troisième partie et qui prend en compte la présence, ou l'absence, de caractères prototypiques comme le nombre majoritaire de formes verbales conjuguées à l'impératif, l'importance des ellipses, la longueur des textes et de leurs phrases, le respect d'un ordre chronologique, la présence d'explications, une organisation en deux sections minimum (liste du matériel et partie procédurale) et le type de traitement cognitif. / Procedural texts play an important part in daily life and yet, studies in this domain are lacking. It is posited that a better knowledge of how they work would help people to write them better. Work on procedural texts is generally done at the crossroads of several disciplines: English for Specific Purposes, Corpus Linguistics, Applied Linguistics and Genre Analysis.Starting with the state of the art on procedural texts, a study of the organizational and linguistic levels of texts compiled in several corpora composed of cooking recipes (considered as the reference), gaine mies, science lab protocols user's guides and safety instructions is carried out. These are then compared with one another in the third part. The aim o: this research is to determine which procedural microgenres are the most prototypical and to establish if the specialised or the non-specialised nature of the text has an influence on its degree of prototypicality. This entails the creation of a scale of prototypicality which takes into account the presence, or absence, of protypical features such as a preponderance of imperative verb forms, the frequency of ellipsis, the length of the texts and of their sentences, the adherence to chronological order, the presence of explanations, a two-part structure (elements used and procedural part) and how the mind processes this sort of text.
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Creating an Endless Procedural Game World that is Realistic and PurposefulStröm, Linus January 2021 (has links)
Procedural content generation is a useful tool to use when generating content for games. An issue with this type of content is often the lack of realism and purpose, especially regarding procedurally generated worlds or levels, aswell as outlier bugs, that can block the players progression, that can be hard to find since they could only show up in a few select seeds of the randomized world. This thesis examines the best use of procedural content generation for a game that features an endless world, as well as evaluating the final product against established definitions of the terms "realistic" and "purposeful", while also taking into account the prevention of outliers. The world is constructed as a series of interconnected sections that are generated incrementally as needed, with each section's landscape using Perlin-noise for its topography and A* pathfinding to build paths that ensure that the player can navigate through the randomized terrain and not get stuck. The topography is also modified by different techniques to generate a realistic coastline and feature different areas of interest within a section. The world was evaluated against the established definitions of realism and purposefulness by eight participants that gave the world a high score on all aspects of both definitions. To ensure the validity of the generated content, iterative evaluations were performed that showed no outlier bugs that prevented progressing through the world. The techniques used in this thesis can serve as a good starting ground for continued development of endless worlds.
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PÅVERKAR DISKRIMINERING ETNISKA MINORITETERS TILLIT TILL RÄTTSVÄSENDET? : En kvantitativ studie på landnivå / Does discrimination affect ethnic minorities' trust in the judiciary?Andersson, Frida, Björnehall, Moa January 2021 (has links)
This paper presents a quantitative study of trust in the Swedish judiciary among minority and majority ethnic groups in Sweden. Using data from European Social Survey, with 1539 Swedish respondents,the aim of the study is to examine how factors such as belonging to a minority ethnic group,discrimination and gender affects the trust in the legal system and the police. Other variables included are age, social trust, and level of education. Previous research suggests that minority ethnic groups have lower levels of trust in the police and legal system, and that discrimination directly affects the level oftrust negatively. By examining these factors using multivariate regression analysis, this thesis seeks toexplain how these mechanisms together have the effect on the correlation between ethnicity and trustin the judiciary. The theoretical framework of the study is mainly the procedural justice model. Furthermore, an intersectional analysis is uses to examine the effect of gender and ethnicity combined.The results of the study suggest that there is no correlation between belonging to a minority ethnic groupand trust in the judiciary. However, being subjected to ethnic discrimination has shown to be the factor that affects the trust the most, even when the other variables are controlled for. It has also been shown that gender has an impact on the effect of ethnicity on trust in the judiciary where women of ethnic minorities tend to have lower levels of trust than men of ethnic minorities do. In addition to that, nosignificant results regarding the effect of gender discrimination and trust were found. Finally, this studyconcludes that ethnic discrimination affects the trust negatively, regardless of the other variables. Recommendations for future studies of discrimination and intersectionality are discussed.
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Skolmedling i teori och praktikMarklund, Linda January 2007 (has links)
This thesis aims to answer the questions; what and were does peer mediation fit into the theoretical and practical frameworks of mediation? How does peer mediation fit into the retributive legal system as it stands today? What problems can arise with the use of peer mediation, its organizations and with the use of adolescent peer mediators, in a legal perspective? When it comes to the question of where peer mediation has its theoretical framework the hypothesis in this thesis are that peer mediation, with respect to the practical framework, is a hybrid of the settlement driven mediation and the transformative mediation. The theoretical framework comes from the philosophy of restorative justice (RJ), primarily the victim-offender mediation in the sense that if peer mediation per se is not enough it has to bee a whole school approach for it to work. In RJ, the community is as important as the primarily parties, the offender and the offended. In school conflicts, the community is the whole school, and as such it has to bee the whole school that is involved in the conflict management program. The method used in this thesis is the traditional method of jurisprudence combined with two case studies. The first case study is the "Peer mediations Project" that in fact was the starting point for the research. The aim with this case study is too show how peer mediation can work in Sweden, both on an organizational and a practical level. In doing so it also highlights which legal questions that is relevant for this thesis. The second case study is the "Spice conflict". This case study aims to make researcher go deeper in the legal issues as well as to illuminate a school conflict and how it can progress. The fist chapter gives a background for peer mediation and the focus of this thesis, as well as the first contact with the two case studies. Chapter two gives a legal background for the thesis. Chapter three deals with conflict theory and chapter four with schools conflicts and the different programs there is to handle those conflicts. In chapter five the different mediations models are presented more in depth and discussed from at mediation perspective. Chapter six goes deeper into the second case study in an effort to resolve the legal issues that has arisen. In the last chapter there is a discussion which originates from the five Nordic principles of mediation, facilitative, peaceably, freely, confidently and restoratively, in conjunction whit mediation, conflict and legal theory.
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Examining the Efficacy of Non-Declarative Learning Techniques in Mathematics EducationGraham, Erin Nicole 28 April 2021 (has links)
No description available.
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Procedural generation and weathering of building facades : Replicating shape and distribution of wear-and-tear on real-world building facades / Procedurell generering och slitage av byggnadsfasader : Replicering av spridning och form av slitage på riktiga byggnaderWessman, Love January 2023 (has links)
Manual modeling of building facades can be a cumbersome process. Instead, procedurally modeling building facades is a practical and quick way to achieve impressive visual results. This paper presents a method for prototyping 2D facades existing in a 3d environment, with the inclusion of shading-based procedural wear-and-tear. State of the art procedural modeling techniques, despite achieving impressive results in general, are lacking in certain specific areas. Urban planners may wish to model the effects of wear-and-tear along with geometric assets and materials on a facade, to prototype future appearances. As of now, a syncretism between a grammar-based procedural modeling system and a procedural wear-and-tear system is relatively unexplored. Exploring how wear-and-tear can replicate damage found on real buildings, and limitations of the used approach, is the primary goal of this research. Furthermore, this work investigates how wear-and-tear can be incorporated into a procedural building facade generation pipeline. Introducing new wear-and-tear functionality to established systems is done by expanding on grammar-like structures to define building shapes, and adding new actions to produce wear-and-tear, which is done by creating textures representing positions of structural components of the facade, and altered and mixed with noise to create damaging effects. The result is a user interface that can combine procedural building modeling with procedural wear-andtear. It can replicate many types of wear-and-tear, such as rust and cracks, although damage such as stains without visible sources or flow-shaped damage is inadequate. The facades accompanying the wear-and-tear are also able to be produced, but is limited in terms of 3D geometric expressibility due to a focus on flat, 2D facades and a deficiency in future flexibility since wear-and-tear cannot be selected in future actions. / Manuell modellering av fasader kan vara en besvärlig process. Istället är procedurell modellering av fasader ett praktiskt och snabbt sätt att uppnå imponerande visuella resultat. I den här rapporten presenteras en metod för prototypering av 2D-fasader som existerar i en 3D-miljö, med inkludering av skuggningsbaserat procedurellt slitage. Den senaste tekniken för procedurell modellering ger generellt sett imponerande resultat, men brister inom vissa specifika områden. Stadsplanerare kan vilja modellera effekterna av slitage tillsammans med geometriska objekt och material på en fasad för att skapa prototyper av framtida utseende. Hittills är synkretismen mellan ett grammatikbaserat procedurmodelleringssystem och ett procedurbaserat slitagesystem relativt outforskat. Det primära målet med denna forskning är att undersöka hur slitage kan replikera skador som finns på verkliga byggnader och begränsningar av det använda tillvägagångssättet. Dessutom undersöks hur slitage kan integreras i en procedurell pipeline för fasadgenerering av byggnader. Införandet av ny funktionalitet för slitage i etablerade system genomförs genom att utöka grammatikliknande strukturer för att definiera byggnadsformer och lägga till nya åtgärder för att åstadkomma slitage, vilket sker genom att skapa texturer som representerar positioner för strukturella komponenter i fasaden, och som förändras och blandas med brus för att skapa skadeeffekter. Resultatet är ett användargränssnitt som kan kombinera procedurell byggnadsmodellering med procedurell slitage. Det kan replikera flera typer av slitage, t.ex. rost och sprickor, dock är skapandet av skador som fläckar utan synliga källor eller flödesformade skador otillräckligt. De fasader som ackompanjerar slitaget kan också framställas procedurellt med detta verktyg, men är begränsade när det gäller uttryck i 3 dimensioner på grund av fokus på platta 2D-fasader och bristande framtida flexibilitet eftersom producerat slitage inte kan utnyttjas i framtida vidare slitageeffekter.
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EXECUTIVE SKILLS AND PROCEDURAL FLEXIBILITY IN MIDDLE SCHOOL MATHEMATICSGibbs, Tera January 2022 (has links)
As procedural flexibility, previously understood as adaptive reasoning, emerges as an important consideration in math skill development, it is important to account for executive functioning in that process as well, as executive functioning a well-researched factor in math performance. The current study, a secondary data analysis, explores how students rate themselves on the Executive Skills Questionnaire – Revised (ESQ-R), an informal executive skills measure, and how those scores relate to procedural flexibility scores, which accounts for students’ efficiency in math problem solving. Using the factor structure relevant to the current sample, which varies significantly from the current ESQ-R, findings indicate that procedural flexibility is lower in seventh grade when compared to sixth and eighth grades. Perceived executive skills vary positively across sixth, seventh, and eighth grades, indicating more perceived difficulties with executive skills as students move up in grade. Additional analyses explored the relationships between procedural flexibility and ESQ-R scores. Although there was no evidence of a significant relationship between procedural flexibility and ESQ-R scores, the relationship varied across grade level, yielding a negative relationship for sixth grade, a neutral relationship fore seventh grade, and a positive relationship for eighth grade. This pattern indicates that procedural flexibility may become more readily demonstrated, and possibly more valuable, as students gain mastery of skills and procedures and students may become more critical of their executive skills. Procedural flexibility is also highly sensitive to context and curriculum, based on the Common Core State Standards for Mathematics. / School Psychology
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Varianter av Occupancy-Regulated Extension : Tekniker för iterativ generering av tätt packade rum i en dungeon / Variants of Occupancy-Regulated Extension : Techniques for iteratively generating densely packed rooms for dungeonsHagberg, Erik January 2022 (has links)
Occupancy Regulated Extension (ORE) är en algoritm som används för att procedurellt generera banor till spel. Detta arbete undersökte användning av ORE för att skapa byggnader med tätt packade rum, specifikt från ett prestandaperspektiv. Detta genomfördes med treimplementationer av olika varianter av ORE. Dessa varianter är rutnät, svepande linje, och AABB. För små rum var rutnät snabbast, med svepande linje därefter och AABB den långsammaste. Med större rum var svepande linje i stort sett oförändrad och därmed snabbast, medans de andra två visade en ökning i genereringstiden. Rutnätsgeneratorn påverkades mest av rumstorlek, men inte tillräckligt för att vara långsammare än AABB. Resultatet var inte betydligt nog för att definitivt utse en implementation som bäst, eftersom skillnaderna var för små för att utesluta problem med implementationerna. Ytterligare arbete krävs för att uppnå ett mer exakt resultat. / <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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