{"title":"WebCrowds: An Authoring Tool for Crowd Simulation","authors":"Gabriel Silva, P. Knob, Rubens Montanha, S. Musse","doi":"10.1109/SBGAMES56371.2022.9961084","DOIUrl":"https://doi.org/10.1109/SBGAMES56371.2022.9961084","url":null,"abstract":"Crowd simulation is an area of research largely used in the game industry. From the movement of a single NPC to the movement of an entire army, crowd simulation methods can be used to move agents through the environment while avoiding collisions with obstacles and between each other. Thus, it is important that game developers have access to crowd simulation tools that are both powerful and easy to use. In this paper, we present WebCrowds, an authoring tool for crowd simulation which can be used by anyone to build environments and simulate the movement of agents. The results achieved by our research suggest that WebCrowds is easy to use, delivers trustworthy simulation results, and can be used as an authoring tool for game developers who need to simulate crowds in their games.","PeriodicalId":154269,"journal":{"name":"2022 21st Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124535253","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Generating Pixel Art Character Sprites using GANs","authors":"F. Coutinho, L. Chaimowicz","doi":"10.1109/SBGAMES56371.2022.9961120","DOIUrl":"https://doi.org/10.1109/SBGAMES56371.2022.9961120","url":null,"abstract":"Iterating on creating pixel art character sprite sheets is essential to the game development process. However, it can take a lot of effort until the final versions containing different poses and animation clips are achieved. This paper reports an investigation on the use of conditional generative adversarial networks to aid the designers in creating such sprite sheets. We propose an architecture based on Pix2Pix to generate images of characters facing a target side (e.g., right) given sprites of them in a source pose (e.g., front). Experiments with small pixel art datasets yielded promising results, producing models with varying degrees of generalization, sometimes capable of generating images very close to the ground truth. We analyzed the results through visual inspection and quantitatively with FID.","PeriodicalId":154269,"journal":{"name":"2022 21st Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"66 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-08-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131304885","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Gustavo Amaral Costa dos Santos, A. Baffa, Jean-Pierre Briot, Bruno Feij'o, Antonio Luz Furtado
{"title":"An adaptive music generation architecture for games based on the deep learning Transformer model","authors":"Gustavo Amaral Costa dos Santos, A. Baffa, Jean-Pierre Briot, Bruno Feij'o, Antonio Luz Furtado","doi":"10.1109/SBGAMES56371.2022.9961081","DOIUrl":"https://doi.org/10.1109/SBGAMES56371.2022.9961081","url":null,"abstract":"This paper presents an architecture for generating music for video games based on the Transformer deep learning model. Our motivation is to be able to customize the generation according to the taste of the player, who can select a corpus of training examples, corresponding to his preferred musical style. The system generates various musical layers, following the standard layering strategy currently used by composers designing video game music. To adapt the music generated to the game play and to the player(s) situation, we are using an arousal-valence model of emotions, in order to control the selection of musical layers. We discuss current limitations and prospects for the future, such as collaborative and interactive control of the musical components.","PeriodicalId":154269,"journal":{"name":"2022 21st Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114737271","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}