Academic literature on the topic 'Search-Based Procedural Content Generation'
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Journal articles on the topic "Search-Based Procedural Content Generation"
Zafar, Adeel, Hasan Mujtaba, and Mirza Omer Beg. "Search-based procedural content generation for GVG-LG." Applied Soft Computing 86 (January 2020): 105909. http://dx.doi.org/10.1016/j.asoc.2019.105909.
Full textTogelius, Julian, Georgios N. Yannakakis, Kenneth O. Stanley, and Cameron Browne. "Search-Based Procedural Content Generation: A Taxonomy and Survey." IEEE Transactions on Computational Intelligence and AI in Games 3, no. 3 (September 2011): 172–86. http://dx.doi.org/10.1109/tciaig.2011.2148116.
Full textRisi, Sebastian, Joel Lehman, David B. D'Ambrosio, Ryan Hall, and Kenneth O. Stanley. "Petalz: Search-Based Procedural Content Generation for the Casual Gamer." IEEE Transactions on Computational Intelligence and AI in Games 8, no. 3 (September 2016): 244–55. http://dx.doi.org/10.1109/tciaig.2015.2416206.
Full textRoberts, Jonathan, and Ke Chen. "Learning-Based Procedural Content Generation." IEEE Transactions on Computational Intelligence and AI in Games 7, no. 1 (March 2015): 88–101. http://dx.doi.org/10.1109/tciaig.2014.2335273.
Full textBarriga, Nicolas A. "A Short Introduction to Procedural Content Generation Algorithms for Videogames." International Journal on Artificial Intelligence Tools 28, no. 02 (March 2019): 1930001. http://dx.doi.org/10.1142/s0218213019300011.
Full textLiapis, Antonios, Georgios N. Yannakakis, and Julian Togelius. "Constrained Novelty Search: A Study on Game Content Generation." Evolutionary Computation 23, no. 1 (March 2015): 101–29. http://dx.doi.org/10.1162/evco_a_00123.
Full textSilva, Pedro Brandão, Elmar Eisemann, Rafael Bidarra, and António Coelho. "Procedural Content Graphs for Urban Modeling." International Journal of Computer Games Technology 2015 (2015): 1–15. http://dx.doi.org/10.1155/2015/808904.
Full textOn, Chin Kim, Ng Wai Fong, Rayner Alfred, Wang Cheng, and Tan Tse Guan. "Development of Rule-Based Procedural Content Generation for 2-Dimensional RPG." Advanced Science Letters 24, no. 2 (February 1, 2018): 1447–50. http://dx.doi.org/10.1166/asl.2018.10767.
Full textKIM, Hwanhee, Teasung HAHN, Sookyun KIM, and Shinjin KANG. "Graph Based Wave Function Collapse Algorithm for Procedural Content Generation in Games." IEICE Transactions on Information and Systems E103.D, no. 8 (August 1, 2020): 1901–10. http://dx.doi.org/10.1587/transinf.2019edp7295.
Full textHafis, Muhammad, Herman Tolle, and Ahmad Afif Supianto. "A literature review of Empirical Evidence on Procedural Content Generation in Game-Related Implementation." Journal of Information Technology and Computer Science 4, no. 3 (December 20, 2019): 308. http://dx.doi.org/10.25126/jitecs.201943134.
Full textDissertations / Theses on the topic "Search-Based Procedural Content Generation"
Roberts, Jonathan Ralph. "Learning-based procedural content generation." Thesis, University of Manchester, 2014. https://www.research.manchester.ac.uk/portal/en/theses/learningbased-procedural-content-generation(1af8d23d-8ceb-416b-b4ba-d7a2970b47ef).html.
Full textLundgren, Jesper. "Search-based Procedural Content Generation as a Tool for Level Design in Games." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-102212.
Full textMaung, David. "Tile-based Method for Procedural Content Generation." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461077485.
Full textKim, Paul H. "Intelligent Maze Generation." The Ohio State University, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=osu1563286393237089.
Full textClasson, Johan, and Viktor Andersson. "Procedural Generation of Levels with Controllable Difficulty for a Platform Game Using a Genetic Algorithm." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-129801.
Full textAndereck, Michael. "Procedural Terrain Generation Based on Constraint Paths." The Ohio State University, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=osu1388357258.
Full textOlsson, Viktor. "A search-based approach for procedurally generating player adapted enemies in real-time." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20847.
Full textBomström, H. (Henri). "Improving video game designer workflow in procedural content generation-based game design:a design science approach." Master's thesis, University of Oulu, 2018. http://urn.fi/URN:NBN:fi:oulu-201812063237.
Full textGriffith, Ioseff. "Generation, evaluation, and optimisation of procedural 2D tile-based maps in turn-based tactical video games." Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-54453.
Full textNyholm, Oliver, and Peter Nilsson. "A Comparison Between Evolutionary and Rule-based Level Generation." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20338.
Full textCreating digital games and hiring developers is a costlyprocess. By utilizing procedural content generation, game companiescan reduce the time and cost of production. This thesis evaluates andcompares the different strengths and weaknesses of generating levelsfor a 2D puzzle platformer game using an evolutionary and a rule-basedgenerator. The evolutionary approach adopts the use of grammaticalevolution, whereas the rule-based generator is a strictly controlledsystem using generative grammars. The levels produced by eachmethod are evaluated by user studies and combined with an analysis ofthe time and complexity of developing each generator. The datapresented by the evaluations shows that the rule-based approach wasslightly more appreciated by users, and was also less complex toimplement. However, the evolutionary generator would scale better ifthe game would expand, and has the potential of performing better inthe long term
Books on the topic "Search-Based Procedural Content Generation"
Astroza, Gastón M., Michael E. Lipkin, and Glenn M. Preminger. Intracorporeal techniques of stone fragmentation. Edited by John Reynard. Oxford University Press, 2017. http://dx.doi.org/10.1093/med/9780199659579.003.0018.
Full textForsyth, Rob, and Richard Newton. Neurodiagnostic tools. Oxford University Press, 2017. http://dx.doi.org/10.1093/med/9780198784449.003.0002.
Full textGross, Alan G., and Joseph E. Harmon. The Internet Revolution in the Sciences and Humanities. Oxford University Press, 2016. http://dx.doi.org/10.1093/oso/9780190465926.001.0001.
Full textKočka, Viktor, Steen Dalby Kristensen, William Wijns, Petr Toušek, and Petr Widimský. Percutaneous coronary interventions in acute coronary syndromes. Oxford University Press, 2015. http://dx.doi.org/10.1093/med/9780199687039.003.0047.
Full textKočka, Viktor, Steen Dalby Kristensen, William Wijns, Petr Toušek, and Petr Widimský. Percutaneous coronary interventions in acute coronary syndromes. Oxford University Press, 2016. http://dx.doi.org/10.1093/med/9780199687039.003.0047_update_001.
Full textKočka, Viktor, Steen Dalby Kristensen, William Wijns, Petr Toušek, and Petr Widimský. Percutaneous coronary interventions in acute coronary syndromes. Oxford University Press, 2017. http://dx.doi.org/10.1093/med/9780199687039.003.0047_update_002.
Full textKočka, Viktor, Steen Dalby Kristensen, William Wijns, Petr Toušek, and Petr Widimský. Percutaneous coronary interventions in acute coronary syndromes. Oxford University Press, 2018. http://dx.doi.org/10.1093/med/9780199687039.003.0047_update_003.
Full textDuffy, Brooke Erin. Rethinking Readership. University of Illinois Press, 2017. http://dx.doi.org/10.5406/illinois/9780252037962.003.0005.
Full textBook chapters on the topic "Search-Based Procedural Content Generation"
Togelius, Julian, and Noor Shaker. "The search-based approach." In Procedural Content Generation in Games, 17–30. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-42716-4_2.
Full textTogelius, Julian, Georgios N. Yannakakis, Kenneth O. Stanley, and Cameron Browne. "Search-Based Procedural Content Generation." In Applications of Evolutionary Computation, 141–50. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-12239-2_15.
Full textAshlock, Dan, Sebastian Risi, and Julian Togelius. "Representations for search-based methods." In Procedural Content Generation in Games, 159–79. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-42716-4_9.
Full textCappetti, Nicola, Carmen Brancaccio, Francesca De Sio, and Carlotta Fontana. "A Novel Procedure to Design a Positionable and Stable Drilling Template for Spine Surgery." In Lecture Notes in Mechanical Engineering, 200–205. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-70566-4_32.
Full textHorneman, Jurie. "Procedural Level and Story Generation Using Tag-Based Content Selection." In Game AI Pro 3, 451–59. A K Peters/CRC Press, 2017. http://dx.doi.org/10.4324/9781315151700-38.
Full textFarag, Waleed E. "Video Content-Based Retrieval Techniques." In Encyclopedia of Information Science and Technology, First Edition, 2986–90. IGI Global, 2005. http://dx.doi.org/10.4018/978-1-59140-553-5.ch531.
Full textStorto, Corrado lo. "Learning Organizations or Organizations for Learning? How Small Firms can Learn from Planned and Random Technical Problem-Solving." In Knowledge Ecology in Global Business, 108–31. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-270-1.ch008.
Full textKiliç, Ayșe, and Ìsmail Yilmaz Taptik. "Outcome-Based Curriculum Design for New-Generation Engineers." In Engineering Education Trends in the Digital Era, 1–25. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2562-3.ch001.
Full textGierl, Mark, Syed F. Latifi, Hollis Lai, Donna Matovinovic, and Keith A. Boughton. "Using Automated Procedures to Generate Test Items That Measure Junior High Science Achievement." In Handbook of Research on Technology Tools for Real-World Skill Development, 590–610. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-9441-5.ch022.
Full textMukherjee, Anupam. "Retrieval of Multimedia Information Using Content-Based Image Retrieval (CBIR) Techniques." In Biometrics, 652–89. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-0983-7.ch027.
Full textConference papers on the topic "Search-Based Procedural Content Generation"
Ashlock, Daniel, and Cameron McGuinness. "Landscape automata for search based procedural content generation." In 2013 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2013. http://dx.doi.org/10.1109/cig.2013.6633619.
Full textGambi, Alessio, Marc Mueller, and Gordon Fraser. "Automatically testing self-driving cars with search-based procedural content generation." In ISSTA '19: 28th ACM SIGSOFT International Symposium on Software Testing and Analysis. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3293882.3330566.
Full textGambi, Alessio, Marc Mueller, and Gordon Fraser. "AsFault: Testing Self-Driving Car Software Using Search-Based Procedural Content Generation." In 2019 IEEE/ACM 41st International Conference on Software Engineering: Companion Proceedings (ICSE-Companion). IEEE, 2019. http://dx.doi.org/10.1109/icse-companion.2019.00030.
Full textRhalibi, Abdennour El, Simon Cooper, Chris Carter, Madjid Merabti, and Jon Wetherall. "Web-based hardware accelerated procedural content generation." In 2011 IEEE Consumer Communications and Networking Conference (CCNC). IEEE, 2011. http://dx.doi.org/10.1109/ccnc.2011.5766493.
Full textJordan, Annika, Dimitri Scheftelowitsch, Jan Lahni, Jannic Hartwecker, Matthias Kuchem, Mirko Walter-Huber, Nils Vortmeier, et al. "BeatTheBeat music-based procedural content generation in a mobile game." In 2012 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2012. http://dx.doi.org/10.1109/cig.2012.6374172.
Full textJiang, Ming, and Li Zhang. "An Interactive Evolution Strategy based Deep Convolutional Generative Adversarial Network for 2D Video Game Level Procedural Content Generation." In 2021 International Joint Conference on Neural Networks (IJCNN). IEEE, 2021. http://dx.doi.org/10.1109/ijcnn52387.2021.9533847.
Full textMitsis, Konstantinos, Eleftherios Kalafatis, Konstantia Zarkogianni, George Mourkousis, and Konstantina S. Nikita. "Procedural content generation based on a genetic algorithm in a serious game for obstructive sleep apnea." In 2020 IEEE Conference on Games (CoG). IEEE, 2020. http://dx.doi.org/10.1109/cog47356.2020.9231785.
Full textLopez, Christian E., Omar Ashour, and Conrad S. Tucker. "Reinforcement Learning Content Generation for Virtual Reality Applications." In ASME 2019 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/detc2019-97711.
Full textSnodgrass, Sam, and Santiago Ontañón. "Player Movement Models for Video Game Level Generation." In Twenty-Sixth International Joint Conference on Artificial Intelligence. California: International Joint Conferences on Artificial Intelligence Organization, 2017. http://dx.doi.org/10.24963/ijcai.2017/105.
Full textCunningham, James, Christian Lopez, Omar Ashour, and Conrad S. Tucker. "Multi-Context Generation in Virtual Reality Environments Using Deep Reinforcement Learning." In ASME 2020 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2020. http://dx.doi.org/10.1115/detc2020-22624.
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