Turnitin
降AI改写
早检测系统
早降重系统
Turnitin-UK版
万方检测-期刊版
维普编辑部版
Grammarly检测
Paperpass检测
checkpass检测
PaperYY检测
Mixed-initiative procedural generation of dungeons using game design patterns
Procedural Content Generation (PCG) can be a useful tool for aiding creativity in the process
of designing game levels. Mixed-initiative level generation tools where a designer and an …
of designing game levels. Mixed-initiative level generation tools where a designer and an …
Fostering creativity in the mixed-initiative evolutionary dungeon designer
Mixed-initiative systems highlight the collaboration between humans and computers in
fostering the generation of more interesting content in game design. In light of the ever …
fostering the generation of more interesting content in game design. In light of the ever …
Autoencoder and evolutionary algorithm for level generation in lode runner
S Thakkar, C Cao, L Wang, TJ Choi… - 2019 IEEE Conference …, 2019 - ieeexplore.ieee.org
Procedural content generation can be used to create arbitrarily large amounts of game
levels automatically, but traditionally the PCG algorithms needed to be developed or …
levels automatically, but traditionally the PCG algorithms needed to be developed or …
Towards pattern-based mixed-initiative dungeon generation
Mixed-initiative Procedural Content Generation uses algorithms to assist human designers
in the collaborative creation of game content. Different mixed-initiative approaches use …
in the collaborative creation of game content. Different mixed-initiative approaches use …
Procedural generation of dungeons' maps and locked-door missions through an evolutionary algorithm validated with players
LT Pereira, PV de Souza Prado, RM Lopes… - Expert Systems with …, 2021 - Elsevier
The present research introduces an evolutionary algorithm able to procedurally generate
dungeon maps containing locked door missions. The evolutionary algorithm evolves a tree …
dungeon maps containing locked door missions. The evolutionary algorithm evolves a tree …
Assessing aesthetic criteria in the evolutionary dungeon designer
The Evolutionary Dungeon Designer (EDD)[1] is as a mixed-initiative tool for creating
dungeons for adventure games. Results from a user study with game developers positively …
dungeons for adventure games. Results from a user study with game developers positively …
Active learning for classifying 2d grid-based level completability
Determining the completability of levels generated by procedural generators such as
machine learning models can be challenging, as it can involve the use of solver agents that …
machine learning models can be challenging, as it can involve the use of solver agents that …
Sturgeon-GRAPH: Constrained graph generation from examples
S Cooper - Proceedings of the 18th International Conference on …, 2023 - dl.acm.org
Procedural level generation techniques that learn local neighborhoods from example levels
(such as WaveFunctionCollapse) have risen in popularity. Usually the neighborhood …
(such as WaveFunctionCollapse) have risen in popularity. Usually the neighborhood …
Sturgeon-MKIII: Simultaneous level and example playthrough generation via constraint satisfaction with tile rewrite rules
S Cooper - Proceedings of the 18th International Conference on …, 2023 - dl.acm.org
Completability is a key aspect of procedural level generation. In this work, we present a
constraint-based approach to level generation for 2D tile-based games that simultaneously …
constraint-based approach to level generation for 2D tile-based games that simultaneously …
Sturgeon-MKIV: constraint-based level and playthrough generation with graph label rewrite rules
Procedurally generated game levels should be completable. The representation used for
levels and game mechanics impacts the types of games for which different techniques can …
levels and game mechanics impacts the types of games for which different techniques can …