scholarly journals SKAITMENINIO KŪRYBIŠKUMO TAIKYMAS GENERUOJANT ŽAIDIMO OBJEKTUS / COMPUTATION CREATIVITY USING PROCEDURAL GENERATION FOR GAME OBJECT GENERATION

2019 ◽  
Vol 11 (0) ◽  
pp. 1-4
Author(s):  
Aurimas Petrovas

One of the hardest task for a machine is creativity. Computational creativity defines creative task completion for a machine. Three main creative content generation methods are: exploratory, combinatorial and transformational. Video game content can be generated using procedural generation. Computational creativity, procedural generation, and application are explained in this paper. Procedural level generator is used as a base and additional features are built on top of it. The main goal of this research and modification is to increase application creative value, variety and expression. Additional functionality consists of tree and texture generation.

2022 ◽  
Vol 12 (2) ◽  
pp. 772
Author(s):  
Aurimas Petrovas ◽  
Romualdas Bausys

The demand for automated game development assistance tools can be fulfilled by computational creativity algorithms. The procedural generation is one of the topics for creative content development. The main procedural generation challenge for game level layout is how to create a diverse set of levels that could match a human-crafted game scene. Our game scene layouts are created randomly and then sculpted using a genetic algorithm. To address the issue of fitness calculation with conflicting criteria, we use weighted aggregated sum product assessment (WASPAS) in a single-valued neutrosophic set environment (SVNS) that models the indeterminacy with truth, intermediacy, and falsehood memberships. Results are presented as an encoded game object grid where each game object type has a specific function. The algorithm creates a diverse set of game scene layouts by combining game rules validation and aesthetic principles. It successfully creates functional aesthetic patterns without specifically defining the shapes of the combination of games’ objects.


Author(s):  
Jose M. Pena ◽  
Ernestina Menasalvas ◽  
Santiago Muelas ◽  
Antonio LaTorre ◽  
Luis Pena ◽  
...  

2008 ◽  
Vol 23 (1) ◽  
pp. 55-75 ◽  
Author(s):  
Cheryl K. Olson ◽  
Lawrence A. Kutner ◽  
Dorothy E. Warner

2021 ◽  
Vol 8 (2) ◽  
pp. 49-66
Author(s):  
Yi Xu ◽  
Roger Smeets ◽  
Rafael Bidarra

Mathematics education plays an essential role in children’s development, and there are many online applications aimed at supporting this process. However, manually creating math problems with a variety of textual and visual content is very time-consuming and expensive. This article presents a generic approach for procedural generation of mathematical problems, including their corresponding textual representations. The content generation process consists of two phases: abstract math problem generation and text generation. For the generation of abstract math problems, we propose a generic template-based method that operates across a variety of difficulty-levels and domains, including arithmetic, comparison, ordering, mathematical relationships, measurement, and geometry. Subsequently, we propose a multi-language adaptive textual content generation pipeline to realize the generated abstract math problems into semantically coherent text questions in natural language. A workflow time gain evaluation shows that the system yields an average time saving of 56%. Further, human expert evaluation of this approach indicates that the content it generates is sensible and solvable for primary school students.


Author(s):  
Isaac Karth

Procedural Content Generation (PCG) is deeply embedded in many games. While there are many taxonomies of the applications of PCG, less attention has been given to the poetics of PCG. In this paper we present a poetics for generative systems, including a descriptive framework that introduces terms for complex systems (Apollonian order and Dionysian chaos), the form that describes the shape of the generated output (formal gestalt, individual, and repetition), the locus of the generative process (structure, surface, or locus gestalt), the kind of variation the generator uses (style, multiplicity, and cohesion) and the relationship between coherence and the content used as input for the generator. Rather than being mutually exclusive categories, generators can be considered to exhibit aspects of all of these at once.


2016 ◽  
Vol 27 (1) ◽  
pp. 82-97 ◽  
Author(s):  
Amanda Phillips ◽  
Gillian Smith ◽  
Michael Cook ◽  
Tanya Short

Author(s):  
Christian Murphy ◽  
Sudhir Mudur ◽  
Daniel Holden ◽  
Marc-André Carbonneau ◽  
Donya Ghafourzadeh ◽  
...  

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