PCGames '11最新文献

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Semantic constraints for procedural generation of virtual worlds 虚拟世界程序生成的语义约束
PCGames '11 Pub Date : 2011-06-28 DOI: 10.1145/2000919.2000928
R. Smelik, Krzysztof Galka, Klaas Jan de Kraker, F. Kuijper, Rafael Bidarra
{"title":"Semantic constraints for procedural generation of virtual worlds","authors":"R. Smelik, Krzysztof Galka, Klaas Jan de Kraker, F. Kuijper, Rafael Bidarra","doi":"10.1145/2000919.2000928","DOIUrl":"https://doi.org/10.1145/2000919.2000928","url":null,"abstract":"Procedural generation of virtual worlds is a promising alternative to classical manual modelling approaches, which usually require a large amount of effort and expertise. However, it suffers from a number of issues; most importantly, the lack of user control over the generation process and its outcome. Because of this, the result of a procedural method is highly unpredictable, rendering it almost unusable for virtual world designers.\u0000 This paper focuses on providing user control to deliver an outcome consistent with designer's intent. For this, we introduce semantic constraints, a flexible concept to express high-level designer's intent in intuitive terms as e.g. line of sight. Our constraint evaluation method is capable of detecting the context in which such a constraint is specified, automatically adapting to surrounding features of the virtual world. From experiments performed within our prototype modelling system, we can conclude that semantic constraints are another step forward in making procedural generation of virtual worlds more controllable and accessible to non-specialist designers.","PeriodicalId":407274,"journal":{"name":"PCGames '11","volume":"265 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122907637","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}
引用次数: 20
PCG-based game design: enabling new play experiences through procedural content generation 基于pcg的游戏设计:通过程序内容生成创造新的游戏体验
PCGames '11 Pub Date : 2011-06-28 DOI: 10.1145/2000919.2000926
Gillian Smith, Elaine Gan, A. Othenin-Girard, E. Whitehead
{"title":"PCG-based game design: enabling new play experiences through procedural content generation","authors":"Gillian Smith, Elaine Gan, A. Othenin-Girard, E. Whitehead","doi":"10.1145/2000919.2000926","DOIUrl":"https://doi.org/10.1145/2000919.2000926","url":null,"abstract":"This paper discusses the concept of procedural content generation-based (PCG-based) game design as a way to create new kinds of playable experiences. We examine the different ways that PCG is currently used in games, and how that use impacts the meaning of the game and the player's experience. Finally, we discuss the design and implementation of an experimental PCG-based 2D platformer called Rathenn, which provides the player with control over the level they are playing while they explore both the physical and generative spaces of the game.","PeriodicalId":407274,"journal":{"name":"PCGames '11","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133058871","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}
引用次数: 48
Level design as model transformation: a strategy for automated content generation 作为模型转换的关卡设计:自动生成内容的策略
PCGames '11 Pub Date : 2011-06-28 DOI: 10.1145/2000919.2000921
J. Dormans
{"title":"Level design as model transformation: a strategy for automated content generation","authors":"J. Dormans","doi":"10.1145/2000919.2000921","DOIUrl":"https://doi.org/10.1145/2000919.2000921","url":null,"abstract":"This paper frames the process of designing a level in a game as a series of model transformations. The transformations correspond to the application of particular design principles, such as the use of locks and keys to transform a linear mission into a branching space. It shows that by using rewrite systems, these transformations can be formalized and automated. The resulting automated process is highly controllable: it is a perfect match for a mixed-initiative approach to level generation where human and computer collaborate in designing levels. An experimental prototype that implements these ideas is presented.","PeriodicalId":407274,"journal":{"name":"PCGames '11","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115938009","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}
引用次数: 61
Lessons in user interface design in the procedural city generation for games tool Ürban PAD 游戏工具Ürban PAD程序城市生成的用户界面设计经验
PCGames '11 Pub Date : 2011-06-28 DOI: 10.1145/2000919.2000923
L. Barret, C. Vance, Michael Youngblood
{"title":"Lessons in user interface design in the procedural city generation for games tool Ürban PAD","authors":"L. Barret, C. Vance, Michael Youngblood","doi":"10.1145/2000919.2000923","DOIUrl":"https://doi.org/10.1145/2000919.2000923","url":null,"abstract":"Procedural content generation design often involves configuring an array of abstract choices at each stage of the creation process. For new tools users, or for a non-specialist user, these choices are often complex and uncertain. A good interface that guides the user in their choices helps overcome this uncertainty and subsequent frustration with the process of generating procedural content. Since good user interface (UI) experiences facilitate adoption, procedural software tool developers constantly refine UI design in order to accommodate the engineering demands of procedural content generation architecture and translate them into a coherent user experience.\u0000 This paper discusses Gamr7's experience in creating, testing, and refining procedural user interfaces based on our experience with redesigning the user interface for our procedural content generation software, Ürban PAD. This case study will address user expectations, architecture, and execution flow considerations as well as solutions to some of Ürban PAD's specific user interface challenges.","PeriodicalId":407274,"journal":{"name":"PCGames '11","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131346062","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}
引用次数: 1
A prototype quest generator based on a structural analysis of quests from four MMORPGs 基于四个mmorpg任务结构分析的原型任务生成器
PCGames '11 Pub Date : 2011-06-28 DOI: 10.1145/2000919.2000920
Jonathon Doran, I. Parberry
{"title":"A prototype quest generator based on a structural analysis of quests from four MMORPGs","authors":"Jonathon Doran, I. Parberry","doi":"10.1145/2000919.2000920","DOIUrl":"https://doi.org/10.1145/2000919.2000920","url":null,"abstract":"An analysis of over 750 quests from four popular RPGs (Eve Online, World of Warcraft, Everquest, and Vanguard: Saga of Heroes) reveals that RPG quests appear to share a common structure. We propose a classification of RPG quests based on this structure, and describe a prototype quest generator based on that classification. Our aim is to procedurally generate quests that are complex, multi-leveled, and plausible to players of RPGs. We analyze a nontrivial quest from Everquest and one from our prototype quest generator for comparison.","PeriodicalId":407274,"journal":{"name":"PCGames '11","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128809450","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}
引用次数: 58
SpeedRock: procedural rocks through grammars and evolution SpeedRock:通过语法和进化的程序岩石
PCGames '11 Pub Date : 2011-06-28 DOI: 10.1145/2000919.2000927
Isaac Dart, Gabriele De Rossi, J. Togelius
{"title":"SpeedRock: procedural rocks through grammars and evolution","authors":"Isaac Dart, Gabriele De Rossi, J. Togelius","doi":"10.1145/2000919.2000927","DOIUrl":"https://doi.org/10.1145/2000919.2000927","url":null,"abstract":"We present an approach to procedurally generating diverse and believable rocks for usage in games and virtual worlds. The basic idea is to evolve rulesets for three-dimensional L-systems. The fitness calculation involves expanding these rulesets a number of times, collapsing the resulting structure and evaluating how well the collapsed structure conforms to a user-specified shape. Texture is then applied through ray-casting from a sphere around the evolved \"skeleton\". The result is a lightweight, stand-alone tool for rock generation capable of exporting assets to mainstream modelling programs.","PeriodicalId":407274,"journal":{"name":"PCGames '11","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122907818","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}
引用次数: 16
What is procedural content generation?: Mario on the borderline 什么是程序内容生成?马里奥在边缘
PCGames '11 Pub Date : 2011-06-28 DOI: 10.1145/2000919.2000922
J. Togelius, Emil Kastbjerg, D. Schedl, Georgios N. Yannakakis
{"title":"What is procedural content generation?: Mario on the borderline","authors":"J. Togelius, Emil Kastbjerg, D. Schedl, Georgios N. Yannakakis","doi":"10.1145/2000919.2000922","DOIUrl":"https://doi.org/10.1145/2000919.2000922","url":null,"abstract":"We try to clarify the concept of procedural content generation (PCG) through contrasting it to other forms of content generation in games with which it could easily be mistaken, and through discussing some properties of PCG which are sometimes thought of as necessary but are actually not. After drawing up some clear demarcations for what is and what is not PCG, we present two versions of a content generation system for Infinite Mario Bros which is intentionally designed to question these same demarcations. We argue that, according to our own definition, one version of the system is an example of PCG while the other is not, even though they are mostly identical. We hope that this paper answers some questions but raises others, and inspires researchers and developers to thread some less common ground in developing content generation techniques.","PeriodicalId":407274,"journal":{"name":"PCGames '11","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128230508","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}
引用次数: 148
Two methods for voxel detail enhancement 体素细节增强的两种方法
PCGames '11 Pub Date : 2011-06-28 DOI: 10.1145/2000919.2000925
Adam M. Smith
{"title":"Two methods for voxel detail enhancement","authors":"Adam M. Smith","doi":"10.1145/2000919.2000925","DOIUrl":"https://doi.org/10.1145/2000919.2000925","url":null,"abstract":"In this paper I describe a novel technique called voxel detail enhancement that, inspired by pixel art scaling algorithms for 2D images, produces finely detailed (3D) voxel maps from the coarser maps that would be edited by a player's actions during gameplay. I describe two methods which deterministically generate fine voxel fragments that depend only on the occupancy of a local window of coarse voxels. Enhanced voxel maps can provide attractive visuals for voxel-based games without requiring the player to manipulate the world at a finer scale. Decoupling the geometry used in graphics and physics from the construction and destruction mechanics of the game opens up new gameplay possibilities in the design space occupied by games like Minecraft and Voxelstein 3D.","PeriodicalId":407274,"journal":{"name":"PCGames '11","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-06-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128670481","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}
引用次数: 2
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