Academic literature on the topic 'Search-Based Procedural Content Generation'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Search-Based Procedural Content Generation.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Search-Based Procedural Content Generation"

1

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 text
APA, Harvard, Vancouver, ISO, and other styles
2

Togelius, 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 text
APA, Harvard, Vancouver, ISO, and other styles
3

Risi, 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 text
APA, Harvard, Vancouver, ISO, and other styles
4

Roberts, 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 text
APA, Harvard, Vancouver, ISO, and other styles
5

Barriga, 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 text
Abstract:
One of the main costs of developing a videogame is content creation. Procedural Content Generation (PCG) can help alleviate that cost by algorithmically generating some of the content a human would normally produce. We first describe and classify the different types of content that can be automatically generated for a videogame. Then, we review the most prominent PCG algorithms, focusing on current research on search-based and machine learning based methods. Finally, we close with our take on the most important open problems and the potential impact solving them will have on the videogame industry.
APA, Harvard, Vancouver, ISO, and other styles
6

Liapis, 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 text
Abstract:
Novelty search is a recent algorithm geared toward exploring search spaces without regard to objectives. When the presence of constraints divides a search space into feasible space and infeasible space, interesting implications arise regarding how novelty search explores such spaces. This paper elaborates on the problem of constrained novelty search and proposes two novelty search algorithms which search within both the feasible and the infeasible space. Inspired by the FI-2pop genetic algorithm, both algorithms maintain and evolve two separate populations, one with feasible and one with infeasible individuals, while each population can use its own selection method. The proposed algorithms are applied to the problem of generating diverse but playable game levels, which is representative of the larger problem of procedural game content generation. Results show that the two-population constrained novelty search methods can create, under certain conditions, larger and more diverse sets of feasible game levels than current methods of novelty search, whether constrained or unconstrained. However, the best algorithm is contingent on the particularities of the search space and the genetic operators used. Additionally, the proposed enhancement of offspring boosting is shown to enhance performance in all cases of two-population novelty search.
APA, Harvard, Vancouver, ISO, and other styles
7

Silva, 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 text
Abstract:
Massive procedural content creation, for example, for virtual urban environments, is a difficult, yet important challenge. While shape grammars are a popular example of effectiveness in architectural modeling, they have clear limitations regarding readability, manageability, and expressive power when addressing a variety of complex structural designs. Moreover, shape grammars aim at geometry specification and do not facilitate integration with other types of content, such as textures or light sources, which could rather accompany the generation process. We present procedural content graphs, a graph-based solution for procedural generation that addresses all these issues in a visual, flexible, and more expressive manner. Besides integrating handling of diverse types of content, this approach introduces collective entity manipulation as lists, seamlessly providing features such as advanced filtering, grouping, merging, ordering, and aggregation, essentially unavailable in shape grammars. Hereby, separated entities can be easily merged or just analyzed together in order to perform a variety of context-based decisions and operations. The advantages of this approach are illustrated via examples of tasks that are either very cumbersome or simply impossible to express with previous grammar approaches.
APA, Harvard, Vancouver, ISO, and other styles
8

On, 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 text
APA, Harvard, Vancouver, ISO, and other styles
9

KIM, 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 text
APA, Harvard, Vancouver, ISO, and other styles
10

Hafis, 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 text
Abstract:
Procedural Content Generation (PCG) is an emerging field of study in computer science that focuses on automating the process of generating content by using algorithm, making the content generation process with less human effort. However, a more specific empirical evidence on how it is being used in a game-related implementation are still lacking. This paper presents the findings of review performed in the past 5 years looking on how PCG are being applied in game-related content, whether it is from the basic paper characteristic to analyze the trends, the field of PCG itself, and the game domain of game model and game genre. The studies had shown that PCG are being used extensively in game-related content but has seen more uses on specific type of contents rather than being used ubiquitously in all sorts of contents. The result shown that there are not specific best type of PCG method or algorithm being used instead an array of approach can be used based on what content being created. Result also shown that PCG are being used in multiple type of games, but similarly, based on the paper found, only certain types of game benefits PCG extensively such as action and platforming games while other model and genre of games have not seen much PCG application yet. Further studies are also required to analyze how experimentation and evaluation of PCG are being done as well as PCG domain in educational games as well as game-based learning, the quality catachrestic being analyzed on the papers are also worth mentioning to understand the underlying result of PCG usage in game-related contents.
APA, Harvard, Vancouver, ISO, and other styles
More sources

Dissertations / Theses on the topic "Search-Based Procedural Content Generation"

1

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 text
Abstract:
Procedural Content Generation (PCG) has become one of the hottest topics in Computational Intelligence and Artificial Intelligence (AI) game research in the past few years. PCG is the process of automatically creating content for video games, rather than by hand, and can offer great benefits for video games companies by helping to bring costs down and quality up. By guiding the process with AI it can be enhanced further and even be made to personalize content for target players. Among the current research into PCG, search-based approaches overwhelmingly dominate. While search-based algorithms have been shown to have great promise and produce several success stories there are a number of open challenges remaining. In this thesis, we present the Learning-Based Procedural Content Generation (LBPCG) framework, which is an alternative, novel approach designed to address some of these challenges. The major difference between the LBPCG framework and contemporary approaches is that the LBPCG is designed to learn about the problem space, freeing itself from the necessity for hard-coded information by the game developers. In this thesis we apply the LBPCG to a concrete example, the classic first-person shooter Quake, and present results showing the potential of the framework in generating quality content.
APA, Harvard, Vancouver, ISO, and other styles
2

Lundgren, 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 text
Abstract:
The aim of this thesis is to evaluate the use of Search-based Procedural Content generation (SBPCG) to help a designer create levels for different game styles. I show how SBPCG can be used for level generation in different game genres by surveying both paper and released commercial solutions. I then provide empirical data by using a Genetic Algorithm (GA) to evolve levels in two different game types, first one being a space puzzle game, and the second a platform game. Constraints from a level designer provide a base to create fitness functions for both games with success. Even though difficulties with level representation make it hard for a designer to work with this technique directly, the generated levels show that the technique has promising potential to aid level designers with their work.
APA, Harvard, Vancouver, ISO, and other styles
3

Maung, David. "Tile-based Method for Procedural Content Generation." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461077485.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Kim, Paul H. "Intelligent Maze Generation." The Ohio State University, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=osu1563286393237089.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Classon, 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 text
Abstract:
This thesis describes the implementation and evaluation of a genetic algorithm (GA) for procedurally generating levels with controllable difficulty for a motion-based 2D platform game. Manually creating content can be time-consuming, and it may be desirable to automate this process with an algorithm, using Procedural Content Generation (PCG). An algorithm was implemented and then refined with an iterative method by conducting user tests. The resulting algorithm is considered a success and shows that using GA's for this kind of PCG is viable. An algorithm able to control difficulty of its output was achieved, but more refinement could be made with further user tests. Using a GA for this purpose, one should find elements that affect difficulty, incorporate these in the fitness function, and test generated content to ensure that the fitness function correctly evaluates solutions with regard to the desired output.
APA, Harvard, Vancouver, ISO, and other styles
6

Andereck, Michael. "Procedural Terrain Generation Based on Constraint Paths." The Ohio State University, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=osu1388357258.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Olsson, 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 text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
8

Bomström, 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 text
Abstract:
The time and money spent on video games are rapidly increasing, as the annual U.S game industry consumer spending has reached 23.5 billion dollars. The cost of producing video game content has grown in accordance with the consumer demand. Artificial intelligence (AI) has been suggested as a way to scale production costs with the demand. In addition to lowering content production costs, AI enables the creation of new forms of gameplay that are not possible with the current toolbox of the industry. The utilization of AI in game design is currently difficult, as it requires both theoretical knowledge and practical expertise. This thesis improved game designer workflow in PCG-based game design by explicating the necessary theoretical frameworks and practical steps needed to adopt AI-based practices in game design. Game designer workflow in PCG-based game design was improved by utilizing the design science research method (DSR). The constructed artefact was determined to be a method in accordance with the DSR knowledge contribution framework, and it was evaluated by using the Quick & Simple strategy from the FEDS framework. The risks related to artefact construction were assessed in accordance with the RMF4DSR framework. The metrics used to measure the performance of the artefact were determined by employing the GQM framework. Finally, the proposed method was evaluated by following it in constructing a simple PCG-based game with an accompanying AI system. The evaluation was performed by utilizing the FEDS framework in an artificial setting. After gathering and analysing the data from the artefact construction and evaluation, the method was modified to address its shortcomings. The produced design method is the main contribution of this thesis. The proposed method lowers the threshold for adopting PCG-based game design practices, and it helps designers, developers, and researchers by creating concrete and actionable steps to follow. The necessary theoretical frameworks and decision points are presented in a single method that demystifies the process of designing PCG-based games. Additional theoretical knowledge has been contributed by studying the topic from a practical perspective and extracting requirements from an actual design process. The method can be used as a practical cookbook for PCG-based projects and as a theoretical base for further studies on PCG-based game design. Future research tasks include evaluating the proposed method in an organizational context with real users. An organizational context also warrants means to managing risks in PCG-based game design projects. Finally, generator evaluation and explicit guidance on generator control are important future research topics.
APA, Harvard, Vancouver, ISO, and other styles
9

Griffith, 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 text
Abstract:
In modern times, procedural content generation sees frequent use in video games, producing anything from graphics to maps and quests. This study focuses on how these techniques can be used to produce forest maps for tactical role-playing games, and how this is applied in particular to Starshard, one such game. The main points addressed are how well the forestry growth simulation algorithm previously implemented in Starshard compares to algorithms based on other popular techniques, how to utilise evaluation and optimisation to produce correct and strategically interesting maps without human interference, and whether or not players can easily perceive a difference between procedural maps and maps designed by humans. With high demand for new algorithms to automate content generation in order to help smaller teams of developers and maintain interest in content post release, there is much value in delving further into less frequently explored aspects such as tile-based maps or player perception of procedural content. In order to answer the research problems, a controlled experiment comparing four forestry generation algorithms was performed, in addition to a study of literature to implement evaluation and optimisation algorithms, and a survey to gauge player reactions to the produced maps. Ultimately, the growth simulation proves to be more successful than alternative algorithms in reducing number of errors in maps. In addition, the results of the survey showed that while players are capable of reliably picking out human created maps, their ratings for procedurally generated maps were not much lower than these and they could frequently mistake procedural maps as being produced by humans.
APA, Harvard, Vancouver, ISO, and other styles
10

Nyholm, 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 text
Abstract:
Att skapa digitala spel och anställa utvecklare är en kostsam process. Genom att använda procedurell generering av spelinnehåll kan spelföretag skära ner på produktionstid och kostnad. Denna uppsats utvärderar och jämför de olika styrkor och svagheter som finns när man genererar spelbanor för ett 2D pussel- och plattformsspel med en evolutionär generator och en regelbaserad generator. Den evolutionära generatorn använder sig av grammatisk evolution, medan den regelbaserade generatorn är ett strikt kontrollerat system som använder sig av generativ grammatik. Banorna som skapas av de båda metoderna utvärderas genom användarstudier, kombinerat med en analys av tiden och komplexiteten för att utveckla generatorerna. Datan från utvärderingarna visar att den regelbaserade metoden var något mer uppskattad av användare, samtidigt som den var mindre komplex att implementera. Den evolutionära generatorn är dock bättre lämpad för att expandera tillsammans med spelet, och har potentialen att prestera bättre på lång sikt.
Creating 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
APA, Harvard, Vancouver, ISO, and other styles
More sources

Books on the topic "Search-Based Procedural Content Generation"

1

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 text
Abstract:
The use of intracorporeal lithotripsy for the management of larger ureteral and intrarenal calculi has dramatically improved. Although the choice of intracorporeal fragmentation is frequently based on the location and composition of the stone to be treated, the experience of the clinician and availability of equipment often dictates this decision. Several different modalities of intracorporeal lithotripsy are currently available. Ultrasonic lithotripsy is mainly used for the fragmentation of large renal calculi during percutaneous nephrolithotripsy procedures. Ultrasound is used rarely via an ureteroscopic approach. Significant advances in laser fibres and power generation systems have propelled laser lithotripsy to the treatment of choice for fragmentation of most ureteral stones. Pneumatic lithotripsy consists of a pneumatically driven piston which will fragment stones by direct contact.
APA, Harvard, Vancouver, ISO, and other styles
2

Forsyth, Rob, and Richard Newton. Neurodiagnostic tools. Oxford University Press, 2017. http://dx.doi.org/10.1093/med/9780198784449.003.0002.

Full text
Abstract:
This chapter explains the principles of how best to use the main diagnostic tools in paediatric neurology in the context of evidence-based medicine. The description of neuroradiology includes the principles of DWI, SWI, MRS, ASL and fMRI, and the usefulness of ultrasound, CT and PET scanning; neuroradiological anatomy, terminology, common incidental findings and normal myelination patterns. An approach to white matter and developmental brain abnormalities is depicted. Neurogenetic testing discusses the capabilities and limitations of microarray for Comparative Genomic Hybridization (copy-number variants), gene panel testing, and whole exome and whole genome next generation sequencing. The chapter offers the theory, practicality and pitfalls of electroencephalography, peripheral neurophysiology and evoked potential testing. Common practical procedures are described, including lumbar puncture, muscle biopsy and shunt tapping with an understanding of the place of special investigations on CSF, blood, urine, and skin. The scope of neuropsychological testing is described.
APA, Harvard, Vancouver, ISO, and other styles
3

Gross, 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 text
Abstract:
The Internet Revolution in the Sciences and Humanities takes a new look at C.P. Snow's distinction between the two cultures, a distinction that provides the driving force for a book that contends that the Internet revolution has sown the seeds for transformative changes in both the sciences and the humanities. It is because of this common situation that the humanities can learn from the sciences, as well as the sciences from the humanities, in matters central to both: generating, evaluating, and communicating knowledge on the Internet. In a succession of chapters, the authors deal with the state of the art in web-based journal articles and books, web sites, peer review, and post-publication review. In the final chapter, they address the obstacles the academy and scientific organizations face in taking full advantage of the Internet: outmoded tenure and promotion procedures, the cost of open access, and restrictive patent and copyright law. They also argue that overcoming these obstacles does not require revolutionary institutional change. In their view, change must be incremental, making use of the powers and prerogatives scientific and academic organizations already have.
APA, Harvard, Vancouver, ISO, and other styles
4

Kočka, 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 text
Abstract:
Three different guidelines of the European Society of Cardiology cover the field of percutaneous coronary interventions. Their main recommendations are the following:All patients with an ST-segment elevation myocardial infarction should undergo immediate coronary angiography and percutaneous coronary intervention as soon as possible after the first medical contact. Thrombolysis can be used as an alternative reperfusion therapy if the time delay to primary percutaneous coronary intervention is more than 2 hoursPatients with very high-risk non-ST-segment elevation acute coronary syndromes (recurrent or ongoing chest pain, profound or dynamic electrocardiogram changes, major arrhythmias, or haemodynamic instability) should undergo urgent coronary angiography within less than 2 hours after the initial hospital admissionAll moderate- to high-risk (GRACE score >140 or at least one primary high-risk criterion) non-ST-segment elevation acute coronary syndromes patients should undergo coronary angiography before discharge; the ideal timing is within 24 hours after admission for high-risk groups, and within 72 hours for moderate-risk groupsOther patients with recurrent symptoms or at least one high-risk criterion should undergo coronary angiography within 72 hours of first presentationLow-risk non-ST-segment elevation acute coronary syndromes may be treated conservatively, and the indication for an invasive evaluation can be done, based on the evidence of ischaemia during exercise stress testingStents should be used during all percutaneous coronary intervention procedures, whenever technically feasible. Second-generation drug-eluting stents do not increase stent thrombosis and can be safely used in the ST-segment elevation myocardial infarction and non-ST-segment elevation acute coronary syndrome settingsTriple pharmacotherapy, consisting of aspirin, thienopyridine antiplatelet agent, and anticoagulation with heparin or bivalirudin, should be used in all percutaneous coronary intervention procedures, with glycoprotein IIb/IIIa inhibitors added in patients with a high thrombus burden and low bleeding risk
APA, Harvard, Vancouver, ISO, and other styles
5

Kočka, 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 text
Abstract:
Three different guidelines of the European Society of Cardiology cover the field of percutaneous coronary interventions. Their main recommendations are the following:All patients with an ST-segment elevation myocardial infarction should undergo immediate coronary angiography and percutaneous coronary intervention as soon as possible after the first medical contact. Thrombolysis can be used as an alternative reperfusion therapy if the time delay to primary percutaneous coronary intervention is more than 2 hoursPatients with very high-risk non-ST-segment elevation acute coronary syndromes (recurrent or ongoing chest pain, profound or dynamic electrocardiogram changes, major arrhythmias, or haemodynamic instability) should undergo urgent coronary angiography within less than 2 hours after the initial hospital admissionAll moderate- to high-risk (GRACE score >140 or at least one primary high-risk criterion) non-ST-segment elevation acute coronary syndromes patients should undergo coronary angiography before discharge; the ideal timing is within 24 hours after admission for high-risk groups, and within 72 hours for moderate-risk groupsOther patients with recurrent symptoms or at least one high-risk criterion should undergo coronary angiography within 72 hours of first presentationLow-risk non-ST-segment elevation acute coronary syndromes may be treated conservatively, and the indication for an invasive evaluation can be done, based on the evidence of ischaemia during exercise stress testingStents should be used during all percutaneous coronary intervention procedures, whenever technically feasible. Second-generation drug-eluting stents do not increase stent thrombosis and can be safely used in the ST-segment elevation myocardial infarction and non-ST-segment elevation acute coronary syndrome settingsTriple pharmacotherapy, consisting of aspirin, thienopyridine antiplatelet agent, and anticoagulation with heparin or bivalirudin, should be used in all percutaneous coronary intervention procedures, with glycoprotein IIb/IIIa inhibitors added in patients with a high thrombus burden and low bleeding risk
APA, Harvard, Vancouver, ISO, and other styles
6

Kočka, 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 text
Abstract:
Three different guidelines of the European Society of Cardiology cover the field of percutaneous coronary interventions. Their main recommendations are the following: All patients with an ST-segment elevation myocardial infarction should undergo immediate coronary angiography and percutaneous coronary intervention as soon as possible after the first medical contact. Thrombolysis can be used as an alternative reperfusion therapy if the time delay to primary percutaneous coronary intervention is more than 2 hours. Patients with very high-risk non-ST-segment elevation acute coronary syndromes (recurrent or ongoing chest pain, profound or dynamic electrocardiogram changes, major arrhythmias, or haemodynamic instability) should undergo urgent coronary angiography within less than 2 hours after the initial hospital admissionAll moderate- to high-risk (GRACE score >140 or at least one primary high-risk criterion) non-ST-segment elevation acute coronary syndromes patients should undergo coronary angiography before discharge; the ideal timing is within 24 hours after admission for high-risk groups, and within 72 hours for moderate-risk groups. Other patients with recurrent symptoms or at least one high-risk criterion should undergo coronary angiography within 72 hours of first presentation. Low-risk non-ST-segment elevation acute coronary syndromes may be treated conservatively, and the indication for an invasive evaluation can be done, based on the evidence of ischaemia during exercise stress testing. Stents should be used during all percutaneous coronary intervention procedures, whenever technically feasible. Second-generation drug-eluting stents do not increase stent thrombosis and can be safely used in the ST-segment elevation myocardial infarction and non-ST-segment elevation acute coronary syndrome settings. Triple pharmacotherapy, consisting of aspirin, thienopyridine antiplatelet agent, and anticoagulation with heparin or bivalirudin, should be used in all percutaneous coronary intervention procedures, with glycoprotein IIb/IIIa inhibitors added in patients with a high thrombus burden and low bleeding risk.
APA, Harvard, Vancouver, ISO, and other styles
7

Kočka, 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 text
Abstract:
Three different guidelines of the European Society of Cardiology cover the field of percutaneous coronary interventions. Their main recommendations are the following: All patients with an ST-segment elevation myocardial infarction should undergo immediate coronary angiography and percutaneous coronary intervention as soon as possible after the first medical contact. Thrombolysis can be used as an alternative reperfusion therapy if the time delay to primary percutaneous coronary intervention is more than 2 hours. Patients with very high-risk non-ST-segment elevation acute coronary syndromes (recurrent or ongoing chest pain, profound or dynamic electrocardiogram changes, major arrhythmias, or haemodynamic instability) should undergo urgent coronary angiography within less than 2 hours after the initial hospital admissionAll moderate- to high-risk (GRACE score >140 or at least one primary high-risk criterion) non-ST-segment elevation acute coronary syndromes patients should undergo coronary angiography before discharge; the ideal timing is within 24 hours after admission for high-risk groups, and within 72 hours for moderate-risk groups. Other patients with recurrent symptoms or at least one high-risk criterion should undergo coronary angiography within 72 hours of first presentation. Low-risk non-ST-segment elevation acute coronary syndromes may be treated conservatively, and the indication for an invasive evaluation can be done, based on the evidence of ischaemia during exercise stress testing. Stents should be used during all percutaneous coronary intervention procedures, whenever technically feasible. Second-generation drug-eluting stents do not increase stent thrombosis and can be safely used in the ST-segment elevation myocardial infarction and non-ST-segment elevation acute coronary syndrome settings. Triple pharmacotherapy, consisting of aspirin, thienopyridine antiplatelet agent, and anticoagulation with heparin or bivalirudin, should be used in all percutaneous coronary intervention procedures, with glycoprotein IIb/IIIa inhibitors added in patients with a high thrombus burden and low bleeding risk.
APA, Harvard, Vancouver, ISO, and other styles
8

Duffy, Brooke Erin. Rethinking Readership. University of Illinois Press, 2017. http://dx.doi.org/10.5406/illinois/9780252037962.003.0005.

Full text
Abstract:
This chapter examines how the transformations associated with digitization are reshaping the ways in which publishers of women's magazines think about readership by focusing on their constructions of audiences. Editors and publishers of women's magazines have long targeted narrowly defined segments of the female populace based upon demographic factors (age, household income, marital status, educational level, and sometimes even race) as well as lifestyle traits and behaviors. They draw upon surveys and other measurement techniques to understand these segments and craft detailed profiles of their “ideal reader.” This chapter considers women's magazines' shape-shifting approaches to audiences, particularly between producers for the print and digital products. It discusses the magazine industry's progress in terms of providing advertisers with more precise and timely audience metrics, as well as magazines' understanding of audience demographics. It also explores recent developments in online tracking and consumer analytics and how they have inspired a new series of approaches to researching media audiences, including search engine optimization, content syndication and aggregation, and web traffic generation.
APA, Harvard, Vancouver, ISO, and other styles

Book chapters on the topic "Search-Based Procedural Content Generation"

1

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 text
APA, Harvard, Vancouver, ISO, and other styles
2

Togelius, 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 text
APA, Harvard, Vancouver, ISO, and other styles
3

Ashlock, 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 text
APA, Harvard, Vancouver, ISO, and other styles
4

Cappetti, 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 text
Abstract:
AbstractSpine surgery is based, nowadays, on the use of cutting-edge instruments that optimize the intervention processes in the operating room, with advantages that affect the patient himself. Among these, rapid prototyping is configured as a first-rate tool, thanks to its ability to detail the diagnostic treatment according to the specific pathological case under examination. An example of this technology is represented by the generation of a drilling template, to assist the surgeon in identifying the optimal direction of insertion of the pedicle screws, capable of significantly reduce intervention times, in addition to the inevitable exposure of the patient to ionizing radiation, to which he is subjected during a normal arthrodesis intervention procedure. The design of a drilling guide requires, however, a particular attention in identifying the undercuts present on the vertebral surface, those areas of the spinous process which, reported inside the cavity of the template, involve complications at the time of extraction. In parallel, it is vitally important to carry out an evaluation of its stability during its use. In this article, starting from the analysis of the interferences present during the insertion of the template, a semi-automatic correction model is proposed for the generation of a new profile of the same, which facilitates its extraction without causing injury to the vertebral regions involved from the contact with the mask.
APA, Harvard, Vancouver, ISO, and other styles
5

Horneman, 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 text
APA, Harvard, Vancouver, ISO, and other styles
6

Farag, 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 text
Abstract:
Recently, multimedia applications are undergoing explosive growth due to the monotonic increase in the available processing power and bandwidth. This incurs the generation of large amounts of media data that need to be effectively and efficiently organized and stored. While these applications generate and use vast amounts of multimedia data, the technologies for organizing and searching them are still in their infancy. These data are usually stored in multimedia archives utilizing search engines to enable users to retrieve the required information.
APA, Harvard, Vancouver, ISO, and other styles
7

Storto, 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 text
Abstract:
This chapter reports the findings of an empirical study whose purpose is to identify the attributes of the organization infrastructure that support organizational learning in small manufacturing firms through the creation of procedural knowledge. The study is based on the following assumptions: a) organizations are cognitive systems that process information and knowledge; b) knowledge is a by-product of technical problem solving; c) innovation occurs as a stream of random or planned problem solving; d) many attributes of the organization infrastructure that foster innovation also foster knowledge generation during technical problem solving. Findings show that three dimensions of the organization infrastructure have an influence on learning: openness, innovativeness, and leadership. These attributes identify two typologies of organization infrastructures that differently affect the generation of procedural knowledge and learning. In particular, it was found that the organization infrastructure has a moderating effect on the relationship between some context factors (environment diversity, problem complexity, context ambiguity, and uncertainty) and the amount of procedural knowledge generated during technical problem solving. Implications for technical education are also discussed.
APA, Harvard, Vancouver, ISO, and other styles
8

Kiliç, 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 text
Abstract:
In this study, the stages of change in the curriculum of ITU Metallurgical and Materials Engineering Department (MME) during the ABET accreditation process are summarized and evaluated in terms of both course contents and assessment-evaluation procedures. Improvements in the curriculum design have been carried out within the framework of continuous development, which is one of the essential criteria of today, and then assessment and evaluation methods have been developed, expecting the students become more equipped in their professional life. First of all, a discussion on the characteristics of the Information Age and ABET EAC Student Outcomes (SOs) is provided, followed by the presentation of ITU MME curriculum, conveying the changes in a chronological order. Subsequently, the continuous improvement cycle of ITU MME and the measurement and assessment stages for each outcome are explained. In conclusion, the new ABET EAC SOs are given with a comparison and a final evaluation.
APA, Harvard, Vancouver, ISO, and other styles
9

Gierl, 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 text
Abstract:
The purpose of this chapter is to describe and illustrate a template-based method for automatically generating test items. This method can be used to produce a large numbers of high-quality items both quickly and efficiency. To highlight the practicality and feasibility of automatic item generation, we demonstrate the application of this method in the content area of junior high school science. We also describe the results from a study designed to evaluate the quality of the generated science items. Our chapter is divided into four sections. In section one, we describe the methodology. In the section two, we illustrate the method using items generated for a junior high school physics curriculum. In section three, we present the results from a study designed to evaluate the quality of the generated science items. In section four, we conclude the chapter and identify one important area for future research.
APA, Harvard, Vancouver, ISO, and other styles
10

Mukherjee, 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 text
Abstract:
This chapter will focus on the concept of Content-based image retrieval. Searching of an image or video database based on text based description is a manual labor intensive process. Descriptions of the file are usually typed manually for each image by human operators because the automatic generation of keywords for the images is difficult without incorporation of visual information and feature extraction. This method is impractical in today's multimedia information era. “Content-based” means that the search will analyze the actual contents of the image rather than the metadata such as keywords, tags, and descriptions associated with the image. The term “content” in this context might refer to colors, shapes, textures, or any other information that can be derived from the image itself. Several important sections are highlighted in this chapter, like architectures, query techniques, multidimensional indexing, video retrieval and different application sections of CBIR.
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Search-Based Procedural Content Generation"

1

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 text
APA, Harvard, Vancouver, ISO, and other styles
2

Gambi, 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 text
APA, Harvard, Vancouver, ISO, and other styles
3

Gambi, 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 text
APA, Harvard, Vancouver, ISO, and other styles
4

Rhalibi, 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 text
APA, Harvard, Vancouver, ISO, and other styles
5

Jordan, 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 text
APA, Harvard, Vancouver, ISO, and other styles
6

Jiang, 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 text
APA, Harvard, Vancouver, ISO, and other styles
7

Mitsis, 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 text
APA, Harvard, Vancouver, ISO, and other styles
8

Lopez, 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 text
Abstract:
Abstract This work presents a Procedural Content Generation (PCG) method based on a Neural Network Reinforcement Learning (RL) approach that generates new environments for Virtual Reality (VR) learning applications. The primary objective of PCG methods is to algorithmically generate new content (e.g., environments, levels) in order to improve user experience. Researchers have started exploring the integration of Machine Learning (ML) algorithms into their PCG methods. These ML approaches help explore the design space and generate new content more efficiently. The capability to provide users with new content has great potential for learning applications. However, these ML algorithms require large datasets to train their generative models. In contrast, RL based methods take advantage of simulation to train their models. Moreover, even though VR has become an emerging technology to engage users, there have been few studies that explore PCG for learning purposes and fewer in the context of VR. Considering these limitations, this work presents a method that generates new VR environments by training an RL agent using a simulation platform. This PCG method has the potential to maintain users’ engagement over time by presenting them with new environments in VR learning applications.
APA, Harvard, Vancouver, ISO, and other styles
9

Snodgrass, 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 text
Abstract:
The use of statistical and machine learning approaches, such as Markov chains, for procedural content generation (PCG) has been growing in recent years in the field of Game AI. However, there has been little work in learning to generate content, specifically levels, accounting for player movement within those levels. We are interested in extracting player models automatically from play traces and using those learned models, paired with a machine learning-based generator to create levels that allow the same types of movements observed in the play traces. We test our approach by generating levels for Super Mario Bros. We compare our results against the original levels, a previous constrained sampling approach, and a previous approach that learned a combined player and level model.
APA, Harvard, Vancouver, ISO, and other styles
10

Cunningham, 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.

Full text
Abstract:
Abstract In this work, a Deep Reinforcement Learning (RL) approach is proposed for Procedural Content Generation (PCG) that seeks to automate the generation of multiple related virtual reality (VR) environments for enhanced personalized learning. This allows for the user to be exposed to multiple virtual scenarios that demonstrate a consistent theme, which is especially valuable in an educational context. RL approaches to PCG offer the advantage of not requiring training data, as opposed to other PCG approaches that employ supervised learning approaches. This work advances the state of the art in RL-based PCG by demonstrating the ability to generate a diversity of contexts in order to teach the same underlying concept. A case study is presented that demonstrates the feasibility of the proposed RL-based PCG method using examples of probability distributions in both manufacturing facility and grocery store virtual environments. The method demonstrated in this paper has the potential to enable the automatic generation of a variety of virtual environments that are connected by a common concept or theme.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography