Notes:
Procedural generation is a technique in computer science that involves the use of algorithms to generate content automatically. This can be used to generate a wide variety of content, including images, audio, and text.
Procedural generation is often used in video games, where it is used to generate game levels, environments, and other types of content on the fly. This allows developers to create a large amount of content without having to create each piece of content individually.
Natural Language Processing (NLP) is a field of computer science that involves the use of algorithms and techniques to process and analyze natural language data. In the context of procedural generation, NLP techniques can be used to generate natural language text automatically.
For example, an NLP-based procedural generation system might use a set of rules or a machine learning model to generate text that is coherent and grammatically correct. This might be used to generate descriptions of game environments, NPC dialogues, or other types of text-based content.
Dialog generation is a process of creating natural language text that is used in dialogues or conversations. It can be related to procedural generation in that it involves the use of algorithms and techniques to generate text automatically.
There are several different approaches to dialog generation, including rule-based systems, machine learning models, and hybrid approaches that combine both. In general, these approaches involve the use of algorithms and techniques to analyze language data and generate text that is coherent, grammatically correct, and contextually appropriate.
Procedural generation can be used in the process of dialog generation to create dialogues that are varied and interesting. For example, a procedural generation system might be used to create a large number of dialogues for use in a video game or virtual assistant. These dialogues could be generated based on a set of rules or a machine learning model, and could include a wide variety of different topics and responses.
Behavior generation is the process of creating behavior for computer-controlled characters or agents in a virtual environment. This can be related to procedural generation in that it involves the use of algorithms and techniques to generate behavior automatically.
In general, behavior generation systems use a set of rules or a machine learning model to generate behavior that is appropriate for the character or agent in a given context. For example, a behavior generation system might be used to create behaviors for non-player characters (NPCs) in a video game, allowing them to interact with the player and other NPCs in a believable and natural way.
Procedural generation can be used in the process of behavior generation to create a wide variety of different behaviors for a character or agent. For example, a procedural generation system might be used to create a large number of different behaviors for an NPC, such as walking, talking, and interacting with objects in the environment. These behaviors could be generated based on a set of rules or a machine learning model, and could be customized to suit the needs of the application.
Wikipedia:
References:
- A Survey on the Procedural Generation of Virtual Worlds (2017)
- Procedural Generation in Game Design (2017)
- Character Modeling through Dialogue for Expressive Natural Language Generation (2016)
- Datatopia – Data Tracking in an Alternative world (2016)
See also:
Dialog Trees 2017 | Generative Literature & Natural Language Processing | Narrative Generation 2017 | Poetry Generation 2017 | Procedural Storytelling
Sharing authoring with algorithms: Procedural generation of satellite sentences in text-based interactive stories
AA Reed – Proceedings of the The third workshop on Procedural …, 2012 – dl.acm.org
… Procedural generation of quests[3, 13] and puzzles[1] has also been a target of prior PCG games research … Like- wise, natural language generation (NLG) techniques could help ensure grammatical and semantic accuracy in generated sentences, a process currently hand …
Integration of Linguistic Markup into Semantic Models of Folk Narratives: The Fairy Tale Use Case.
P Lendvai, T Declerck, S Darányi, P Gervás, R Hervás… – LREC, 2010 – researchgate.net
… of character functions, which is directly exploitable for computational semantic analysis, and procedural generation of stories … classes and relations in ProppOnto will create an improved resource for both natural language processing (NLP) and generation (NLG) purposes …
Generating natural language retellings from Prom Week play traces
C Antoun, M Antoun, JO Ryan, B Samuel… – Proceedings of the …, 2015 – academia.edu
… Games such as the semi- nal work of procedural generation and world building called Dwarf Fortress [1] and the social physics … prose outside the context of a digital game or interactive story (eg, [3]). Work that has used expressive natural language generation (NLG) for these …
The VGLC: The video game level corpus
AJ Summerville, S Snodgrass, M Mateas… – arXiv preprint arXiv …, 2016 – arxiv.org
… the creation of a shared cor- pus is commonplace in fields such as Natural Language Processing (NLP). A large number of corpora exist in the NLP community, but the two most … Machine learning based approaches for the procedural generation of video game levels have relied …
Character modeling through dialogue for expressive Natural Language Generation
GI Lin – 2016 – search.proquest.com
… Second, signicant technical work is needed to support procedural generation of character dialogue for any domain and type of … there has been a lot of interest in analyzing lm and TV dialogue for dierent NLP tasks … Figure 3.3: Natural Language Generation (NLG) Architecture …
A semantic foundation for mixed-initiative computational storytelling
B Kybartas, R Bidarra – International Conference on Interactive Digital …, 2015 – Springer
… Larger scale integration projects are typically intended for natural language processing, such as Uby [7] which integrates the aformentioned lexical resources … Both the procedural generation of lines, and the means by which players construct the story, strongly build upon the …
Sparse representation of terrains for procedural modeling
E Guérin, J Digne, E Galin… – Computer Graphics …, 2016 – Wiley Online Library
… For a complete overview of recent approaches and representations used in terrain modeling we refer the reader to [NLP*13]. Erosion simulation was introduced by [MKM89] and is often used as a post processing step to fractal and procedural generation methods with a view to …
Procedural Generation of Game Maps with Human-in-the-Loop Algorithms
LHS Lelis, WMP Reis – IEEE Transactions on Games, 2017 – ieeexplore.ieee.org
… 1 Procedural Generation of Game Maps with … The system we use for generating the library of segments, which we denote as ?, was created by the game designer Markus “Notch” Persson [39] and is publicly available— Notch’s system is often called Notch level generator (NLG) …
Natural Language Generation for descriptive texts in interactive games
C Eliasson – 2014 – diva-portal.org
… generation with natural language generation in order to improve the field of game development by providing more sophisticated procedural generation of quests … Natural language generation, NLG, is an area within the field of natural language processing, NLP, where the …
Procedural Generation and the Creation of a Pseudo-Infinite Universe
J Rasmuson – 2012 – kiosk.nada.kth.se
… During the course of this project I have analyzed and implemented different techniques of procedural generation within three different cat- egories of content. The topic of the first chapter is natural language generation, in which two types of generators are created …
Sharing Authoring with Algorithms
AA Reed – 2012 – Citeseer
… Procedural generation of quests[3, 13] and puzzles[1] has also been a target of prior PCG games research … Like- wise, natural language generation (NLG) techniques could help ensure grammatical and semantic accuracy in generated sentences, a process currently hand …
Integration of Linguistic Markup into Semantic Models of Folk Narratives: The Fairy Tale Use Case. In: Proceedings of the Seventh conference on International …
P Lendvai, T Declerck, S Darányi, P Gervás, R Hervás… – 2010 – bada.hb.se
… of character functions, which is directly exploitable for computational semantic analysis, and procedural generation of stories … classes and relations in ProppOnto will create an improved resource for both natural language processing (NLP) and generation (NLG) purposes …
Modern Trends in the Automatic Generation of Content for Video Games
B Bontchev – Serdica Journal of Computing, 2017 – researchgate.net
… Players may have indirect or direct control over PCG—for example, procedural generation of game stories can automatically branch the … valence of previous social interactions [15], and agent behavior generated from planning graphs including natural language generation [16] …
Connecting Narrative Worlds [6th International Conference for Interactive Digital Storytelling:“Connecting Narrative Worlds”, Bahçe?ehir University Istanbul …
H Koenitz – DIEGESIS, 2014 – diegesis.uni-wuppertal.de
… a middle ground between pre-produced content and fully procedural generation for interactive … of a story intention graph – to a Personage, a natural language generation (NLG), which can … The range of topics was wide, from natural language processing techniques in computer …
Crowdsourcing interactive fiction games.
B Li, S Lee-Urban, M Riedl – FDG, 2013 – fdg2013.org
… ABSTRACT Procedural generation of games has become an active re- search field … We can also use a second round of crowdsourcing to ask crowd workers to improve the accuracy of NLP / clustering to 89.8%. Third, we identify precedence between learned plot events …
A translation from logic to english with dynamic semantics
E Coppock, D Baxter – JSAI International Symposium on Artificial …, 2009 – Springer
… determiner selection and lifespan limitations. The system we present is the natural language generation (NLG) system for Cyc [35], a large-scale commonsense knowledge base and reasoning engine. Cyc is based on CycL …
SMUG: Scientific Music Generator.
M Scirea, GAB Barros, N Shaker, J Togelius – ICCC, 2015 – axon.cs.byu.edu
… Lyrics generation Natural Language Generation, a sub-field of natural lan- guages processing, has been the focus of several studies across … Music generation Procedural generation of music content is an interesting field which has received much attention over the last decade …
Proposal of an Information System for a Semi-automatic Virtual Reconstruction of Archeological Sites
T Adão, L Magalhães, M Bessa, J Barreira, M Melo… – Procedia …, 2012 – Elsevier
… After completed, the set of production guidelines returns to the Procedural Generation as a result … “NOOJ: A Cooperative, Object-Oriented Architecture for NLP,” INTEX pour la Linguistique et le traitement automatique des langues, Cahiers de la MSH Ledoux …
Personalised gaming: a motivation and overview of literature
S Bakkes, CT Tan, Y Pisan – … of the 8th Australasian Conference on …, 2012 – dl.acm.org
… real time. Knowledge on the effect of certain game adaptations can be utilised to maintain a certain challenge level (cf. [6, 5]), and may be incorporated to steer the procedural generation of game content (cf. [32]). Finally, techniques …
Content Integration in Games-Based Learning Systems
MA Gómez-Martín, PP Gómez-Martín… – … for Multi-Sensory …, 2009 – books.google.com
… Nowadays, the procedural generation of such levels is an open research area … Not only can explanations be automatically created using natural language generation techniques, but also user interactions can be richer because content authors are not forced to specify in …
Analyzing Expressionist Grammars by Reduction to Symbolic Visibly Pushdown Automata
JC Osborn, J Ryan, M Mateas – 2017 – researchgate.net
… One account of these approaches is that they forego the power of conventional natural language generation pipelines to emphasize authorability and … In procedural generation more broadly, this re- lates to the 10,000 Bowls of Oatmeal problem articulated by Compton (Compton …
Investigating Ambient AI Techniques Suited For Procedural Worlds
M Serry – 2016 – content.grin.com
… agents. It utilizes NLP for dynamically generating dialogue texts for each character. Furthermore … 2012). Page 13. 7 As Chris Park continues, it seems to be a problem with how procedural generation works rather than an AI Problem. The …
Generating missions and spaces for adaptable play experiences
J Dormans, S Bakkes – … on Computational Intelligence and AI in …, 2011 – ieeexplore.ieee.org
… cf., eg, [33] and [34]). L-Systems are used today in games to generate trees and other natural structures. L-Systems have been ex- tended for the procedural generation of city models [35]. This extension serves to create looped …
Towards a Hybrid Approach to Learning Analytics, Educational Data Mining, and Personalization for Serious Games
MD Kickmeier-Rust, CM Steiner, D Albert – Learning Analytics for and in … – academia.edu
… partly thanks to increasing use of AI techniques like procedural generation and to a rebirth of traditional AI genres like simulation games. Recent trends in conventional game AI focus on emergent AI (distributed machine learning), natural language processing, and credibility of …
Terrain modelling from feature primitives
JD Génevaux, E Galin, A Peytavie… – Computer Graphics …, 2015 – Wiley Online Library
… Overview of our pipeline: using different inputs (procedural generation or terrain data), we create and allow an intuitive editing of a hierarchical terrain … an overview of recent approaches in procedural modelling we refer to [STBB14] and terrain structures are surveyed in [NLP*13 …
Increasing the engagement of conversational agents through co-constructed storytelling
C Battaglino, T Bickmore – Eighth Workshop on Intelligent Narrative …, 2015 – aaai.org
… We plan to explore procedural generation of first ex- perience narratives using planning techniques (Porteous, Cavazza, and … and “Y/N” questions can be gener- ated by adopting template-based NLG techniques (Reiter … Building natural language generation systems, volume …
Implementing Adaptive Game Difficulty Balancing in Serious Games
M Hendrix, T Bellamy-Wood, S McKay… – IEEE Transactions …, 2018 – ieeexplore.ieee.org
… Procedural story generation techniques [44], [45] have also been used to generate story lines. While this can be very valuable especially for open-world games, the proposed method, needs the procedural generation to be able to take account of desired levels of difficulty …
Deep Learning Based Cryptographic Primitive Classification
GD Hill, XJA Bellekens – arXiv preprint arXiv:1709.08385, 2017 – arxiv.org
… and variability of contemporary data compendiums, hence feeding the model cognition, a methodology for the procedural generation of syn … CNN architectures have been used to great effect in computer vision [22] and even Natural Language Processing (NLP), with empirically …
GameSpace: An Explorable Visualization of the Videogame Medium
J RYAN, E KALTMAN, AMAX FISHER… – researchgate.net
… we have released a series of tools and visualizations that are fueled by NLP techniques … LSA is a classical natural language processing method that is often used for automatically determining semantic … Playing with data: Procedural generation of adventures from open data …
Generating materials for augmented reality applications using natural language
S Buntin – Proceedings of the 7th Augmented Human …, 2016 – dl.acm.org
… Using the provided vocabulary (excerpts are provided in the appendix), a natural language processing system will parse the user input … 4.1.3 Procedural Generation of Maps The maps can be predefined using a provided bitmap or procedurally generated …
Computational Metrics for Soccer Analysis: Connecting the Dots
FM Clemente, JB Sequeiros, AFPP Correia, FGM Silva… – 2018 – Springer
… Engineering, at the same university. His professional interests include procedural generation, artificial intelligence, natural language processing, cryptography, and video game develop- ment. Contact: acaciofilipe.correia@gmail.com …
RAIN in indoor rescue training
J Ulisses, JE Almeida… – Information Systems and …, 2015 – ieeexplore.ieee.org
… [3] João Ulisses, Ricardo Gonçalves, and António Coelho, “Procedural Generation of Maps and Narrative Inclusion for Video Games”, Oporto, January 2015 … http://paginas.fe.up.pt/ prodei/dsie11/images/pdfs/s3-1.pdf. [26] An NLP-Based 3D Scene Generation System for …
A Tool for Efficient Content Compilation
B Galitsky – Proceedings of COLING 2016, the 26th International …, 2016 – aclweb.org
… Johnson, MR, 2016. Procedural Generation of Linguistics, Dialects, Naming Conventions and Spoken Sentenc- es … Proceedings of Recent Advances in Natural Language Processing, pages 200–207, Hissar, Bulgaria, Sep 7–9 2015. Galitsky, B., MP González, CI Chesñevar …
Murder mystery generation from open data
GAB Barros, A Liapis… – Proceedings of the …, 2016 – computationalcreativity.net
… the other hand, games as interactive media (Aarseth 1997) can do away with several of the re- quirements of full story generation and the challenges posed eg by the natural language processing needed for … Playing with data: Procedural generation of adventures from open data …
Procedural Generation of Musical Metrics Based on Lyrics Analysis
UJB da Silva Ferreira – 2016 – repositorio-aberto.up.pt
Page 1. MESTRADO MULTIMÉDIA – ESPECIALIZAÇÃO EM MÚSICA INTERACTIVA E DESIGN DE SOM Procedural Generation of Musical Metrics Based on Lyrics Analysis … Page 2. Procedural Generation of Musical Metrics Based on Lyrics Analysis Urbano Ferreira …
Evaluating the Perception of Personality and Naturalness in Computer Generated Utterances
C McCormick – 2012 – scss.tcd.ie
… One such area, which is the focus of this report, is the procedural generation of written dialogue for non-player characters, using natural language generation techniques. Natural language generation, hereafter referred to as NLG, refers to the subfield of …
Game AI appreciation, revisited
M Lewis, K Dill – Game IA Pro2: Collected Wisdom of Game AI …, 2015 – books.google.com
… Tempting as this may sound, natural language processing is widely regarded as a highly difficult AI problem … As an example of the sorts of challenges that procedural generation faces, though, voice synthesis becomes dramatically more difficult as the level of fidelity increases …
Procedural reconstruction of buildings: towards large scale automatic 3D modeling of urban environments
L Simon – 2011 – theses.fr
Page 1. ECOLE CENTRALE PARIS PHD THESIS to obtain the title of Doctor of Ecole Centrale Paris Specialty : APPLIED MATHEMATICS Defended by Loïc SIMON Procedural Reconstruction of Buildings: Towards Large Scale Automatic 3D Modeling of Urban Environments …
Branching Dialogue System Development: Harnessing the Power and Complexity of Verbal Communication in Digital Games and Simulation
B Hennigan – Diss. University of Texas at Dallas, 2012 – bradhennigan.com
… 7 Conversational Agents and Applied Linguistics……………8 Procedural Generation: BEAT……………11 CHAPTER 3: ADVANCEMENTS IN NATURAL LANGUAGE PROCESSING………15 Syntax or Semantics: The …
Multimodal interaction for information retrieval using natural language
A Revuelta-Martínez, L Rodríguez… – Computer Standards & …, 2013 – Elsevier
… We introduce an automatic and a user-based evaluation for this kind of systems. Keywords. Natural language processing (NLP). Database interface. Statistical machine translation. Interactive text generation. Spoken dialog. 1. Introduction …
Reconstructing the Past: Providing an Enhanced Perceptual Experience
LG Magalhães, T Adão, E Peres – Handbook of Research on …, 2018 – igi-global.com
Page 1. 140 Copyright © 2018, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited. Chapter 7 DOI: 10.4018/978-1-5225-2927-9.ch007 ABSTRACT Accurate modeling …
Scenesuggest: Context-driven 3d scene design
M Savva, AX Chang, M Agrawala – arXiv preprint arXiv:1703.00061, 2017 – arxiv.org
… scenes. 3D Scene Generation Procedural generation approaches have typically used manu- ally specified rules and design principles. Early scene layout generation systems were presented by Merrell et al. [13] and Yu et al. [17] …
Semantics-Based Intelligent Human-Computer Interaction
V Gatteschi, F Lamberti, P Montuschi… – IEEE Intelligent …, 2016 – ieeexplore.ieee.org
… Second, natural language processing (NLP) techniques embedded in the system al- low users to freely specify, in natural language, the tasks a character could carry out in a given scene, thus laying the foundations for a dynamic map- ping that could change based on the …
Five Challenges for Intelligent Cinematography and Editing
R Ronfard – Eurographics Workshop on Intelligent …, 2017 – hal.archives-ouvertes.fr
… In Empirical Methods in Natural Language Processing (EMNLP) (2002) … 1 [dSGCP16] DE SOUZA CR, GAIDON A., CABON Y., PEÑA AML: Procedural generation of videos to train deep action recognition net- works. CoRR abs/1612.00881 (2016) …
Computational creativity conceptualisation grounded on iccc papers
S Pollak, BM Boshkoska, D Miljkovic… – … of the Seventh …, 2016 – computationalcreativity.net
… Jordanous and Keller (2012) used automated natural language processing methods and a statistical … system, concept invention, generative software, curation co- efficient, procedural generation, player goal … 2012. NLP workflow for on-line definition extrac- tion from English and …
The Power of Social Features in Online Gaming
F Kuipers, M Märtens, E van der Hoeven… – Computer …, 2014 – fernandokuipers.nl
… and production costs. Hence, there is an increasing need for procedural generation of game-?content at a massive scale to provide players new incentives to keep on engaging with each other and the game. The game-?world …
Trends in built environment semantic Web applications: Where are we today?
FH Abanda, JHM Tah, R Keivani – Expert Systems with Applications, 2013 – Elsevier
… as this can facilitate data annotation (Rajput & Haider, 2011), decision support (Abanda, Tah, & Duce, 2013; Jung, 2011; Tah & Abanda, 2011), data interoperability (García-Castro & Gómez-Pérez, 2010), information retrieval and natural language processing (Rajput & Haider …
Sign Language synthesis using hand motion acquisition
N Hatami, P Prinetto, G Tiotto – Design & Test Symposium …, 2010 – ieeexplore.ieee.org
… The negative drawback of this technique is that it is too time consuming. B. Procedural Generation Researchers have largely attempted to translate a gestural description into a sequence of commands that can be inter- preted by an animation engine …
Enhancing believability: evaluating the application of Delsarte’s aesthetic system to the design of virtual humans
M Nixon – 2009 – summit.sfu.ca
… While games in the past have used off-line procedural generation to produce maps of continents (Elder Scrolls II: Daggerfall) and galaxies (Elite), the industry in general “tends to … designs and the rules they follow. For them, procedural generation can increase …
3d terrain generation and texture manipulation by voice input
UA Khan, Y Okada – Proceedings of GameOn-Asia 2012, 2012 – academia.edu
… The current technique works on a few words only and there is no system set up that can recognise and understand a sentence. Natural Language Processing … Greuter, S., Parker, J., Stewart, N., and Leach, G. 2003. Real-time procedural generation of ”pseudo infinite” cities …
Cognitive Gaming
W Cai, Y Chi, VCM Leung – IT Professional, 2017 – ieeexplore.ieee.org
… In this article, we extend cognitive computing to the broader aspect of procedural generation,3 in which the gaming system can … content can be converted to text-based messages for fur- ther semantic analysis, which will be performed with natural language processing …
Personalized and adaptive serious games
A Streicher, JD Smeddinck – Entertainment Computing and Serious Games, 2016 – Springer
… Façade makes use of Natural Language Processing (NLP) to allow the player to naturally interact with a … The combination of an NLP interface and a broad spectrum of possible story … paths, the dynamic creation of personalized game content with eg, procedural generation or user …
Shape grammar parsing: Application to image-based modeling
O Teboul – 2011 – tel.archives-ouvertes.fr
Page 1. Shape grammar parsing : application to image-based modeling Olivier Teboul To cite this version: Olivier Teboul. Shape grammar parsing : application to image-based modeling. Signal and Image processing. Ecole Centrale Paris, 2011. English. . HAL Id: tel-00628906 …
Full steam ahead: A conceptual analysis of user-supplied tags on Steam
TW Windleharth, J Jett, M Schmalz… – … & Classification Quarterly, 2016 – Taylor & Francis
… As Veres points out, these kinds of crowdsourced metadata “can challenge the role of established taxonomies.” 17 17. Csaba Veres, “The Language of Folksonomies: What Tags Reveal About User Classification,” in Natural Language Processing and Information Systems, eds …
Viewpoints AI: Procedurally Representing and Reasoning about Gestures.
M Jacob, A Zook, B Magerko – DiGRA Conference, 2013 – gvu.gatech.edu
… approaches, we have developed a system for mixed reality interaction based on gestures, focusing on procedural generation of proto … Mateas, M. and Stern, A. (2003) “Integrating plot, character and natural language processing in the interactive drama Façade,” in Proceedings of …
Exploring Shape Grammar Optimization as a Tool for Automated Design
JA Cazamias – 2013 – oaktrust.library.tamu.edu
… It is a useful method for the procedural generation of urban landscapes, since buildings (while they are not … expert in the fields of formal grammars and natural language processing, but it is a high barrier to entry for any common user …
Feminism and procedural content generation: toward a collaborative politics of computational creativity
A Phillips, G Smith, M Cook, T Short – Digital Creativity, 2016 – Taylor & Francis
… Monterey, Canada. ). Today, procedural generation adds value as an advertised feature of some of the most popular and anticipated games on the market … McKendrick 2015 McKendrick, H. 2015. “Building a Galaxy: Procedural Generation in No Man’s Sky” …
Procedural Generation of Maps and Narrative Inclusion for Video Games
F DEI – paginas.fe.up.pt
… This is where the procedural generation of content in Games (PCGG) may help, by generating content in … generated content and the narrative is a problem, but with methods similar to Natural Language Processing it is possible to achieve this, but also have the type of interaction …
Artificial Intelligence and Games
GN Yannakakis, J Togelius – 2017 – gameaibook.org
… Term Memory MCTS Monte Carlo Tree Search MDP Markov Decision Process MLP Multi-Layer Perceptron MOBA Multiplayer Online Battle Arenas NEAT NeuroEvolution of Augmenting Topologies NES Natural Evolution Strategy NLP Natural Language Processing NPC Non …
An Initial Framework to Develop a Mobile Five Human Senses Augmented Reality System for Museums
JMF Rodrigues, PJS Cardoso… – … of Research on …, 2017 – books.google.com
Page 125. 96 Chapter 5 An Initial Framework to Develop a Mobile Five Human Senses Augmented Reality System for Museums João MF Rodrigues University of Algarve, Portugal Pedro JS Cardoso University of Algarve, Portugal …
Robocodes: Towards Generative Street Addresses from Satellite Imagery
I Demir, F Hughes, A Raj, K Tsourides… – … Vision and Pattern …, 2017 – openaccess.thecvf.com
… Generative labeling is key for many areas like natural language processing, semantic point cloud labeling, and in- verse procedural modeling … Procedural generation of streets [7], parcels [30], and cities [19] create detailed and structurally realistic mod- els …
Semantic Content Generation Framework for Game Worlds
M Bennett – Games and Virtual Worlds for Serious Applications …, 2014 – ieeexplore.ieee.org
… Thus, there are a great many procedural generation algo- rithms available and they can give impressive results [12] … Semantic Networks for representing concepts in Natural Language processing possessed on average only 22 connections out of a total of 5,018 nodes (0.44%) …
Automated planning and player modeling for interactive storytelling
A Ramirez, V Bulitko – … on Computational Intelligence and AI in …, 2015 – ieeexplore.ieee.org
… some related prior work in IS from three different viewpoints: drama management, player agency, procedural generation and evaluation … ture that integrates emotional, interactive character behaviour, drama-managed plot and shallow natural language processing.” This system …
A holistic approach for semantic-based game generation
O Sacco, A Liapis… – … Intelligence and Games …, 2016 – ieeexplore.ieee.org
… Most of these sources contain unstructured information and require natural language processing techniques in order to parse and process the text meaningfully … [2] GA Barros, A. Liapis, and J. Togelius. Playing with Data: Procedural Generation of Adventures from Open Data …
Artificial Intelligence and Games (Second Public Draft)
GN Yannakakis, J Togelius – 2017 – uicvgame.ui.ac.ir
Page 1. DRAFT Artificial Intelligence and Games (Second Public Draft) Georgios N. Yannakakis and Julian Togelius June 27, 2017 Page 2. DRAFT 2 Page 3. DRAFT Contents I Background 11 1 Introduction 13 1.1 This Book …
Learning generalized reactive policies using deep neural networks
E Groshev, A Tamar, S Srivastava, P Abbeel – arXiv preprint arXiv …, 2017 – arxiv.org
… as PDDL [7]. Recently, deep neural networks (DNNs) have been used to automatically extract expressive features from data, leading to state-of-the-art learning results in image classification [13], natural language processing [26], and … Procedural generation of sokoban levels …
Development and evaluation of software tools for speech therapy
Z Rubin – 2017 – search.proquest.com
Development and evaluation of software tools for speech therapy. Abstract. Speech-language pathologists (SLPs) provide speech therapy services to children and adults, improving all characteristics related to speech and oral functioning …
Virtual agents for the production of linear animations
R Damiano, V Lombardo, F Nunnari – Entertainment Computing, 2013 – Elsevier
… two relevant roles: a 3D animator, who animates the behavioral “bricks” (clips representing actions, such as a walk cycle, and poses for well distinctive action strokes, such as the expression of surprise), and the 3D programmer, who works on the procedural generation of the …
Procedural content generation for games: A survey
M Hendrikx, S Meijer, J Van Der Velden… – ACM Transactions on …, 2013 – dl.acm.org
… Procedural generation of bodies of water, such as rivers, lakes, and oceans, is often done during or di- rectly after the … Coupled with natural language processing techniques (from the AI field), Propp’s morphology has been used to generate (game-like) stories using GG …
Astrogue: A Roguelike
S Almgren, LEO ANTTILA, D OSKARSSON… – 2014 – Citeseer
… 35 5.1.2 Procedural generation of plots … The sec- tion also explains procedural content generation, which is a defining element of roguelikes, and especially procedural generation of levels and plot, which are topics that have been the main focus of this project …
Paving the Way for Self-driving Cars-Software Testing for Safety-critical Systems Based on Machine Learning: A Systematic Mapping Study and a Survey
Y Tan – 2017 – diva-portal.org
… The application of machine learning is very extensive, which across all areas of artificial intelligence, for example: computer vision, data mining, biometric recognition, natural language processing, securities market analysis, voice and handwriting recognition, search engines …
3D design and modeling of smart cities from a computer graphics perspective
DG Aliaga – International Scholarly Research Notices, 2012 – hindawi.com
… They demonstrate how their method can represent features and generate various city- scapes that change over time. Kelly and McCabe [69] present Citygen which aims to automate the procedural generation of the urban geometry typical of a modern city …
Training my car to see using virtual worlds
AM López, G Villalonga, L Sellart, G Ros… – Image and Vision …, 2017 – Elsevier
Skip to main content …
Applying norms and preferences for designing flexible game rules
E Booth, J Thangarajah… – International Journal of …, 2015 – inderscienceonline.com
Page 1. Int. J. Agent Oriented Software Engineering, Vol. 5, No. 1, 2015 69 Copyright © 2015 Inderscience Enterprises Ltd. Applying norms and preferences for designing flexible game rules Edward Booth, John Thangarajah* and Fabio Zambetta …
Driving story generation with learnable character models
MP Fay – 2014 – dspace.mit.edu
… Story generation could help to push procedural generation of game content in a new direction, enabling games to dynamically create new stories … The work draws on techniques from story understanding, artificial intelligence, machine learning, and natural language processing …
Expressive Gesture and Body Motion Modeling and Evaluation
P Luo – 2013 – search.proquest.com
Expressive Gesture and Body Motion Modeling and Evaluation. Abstract. Character animation plays a central role in many applications such as embodied conversational agents (ECA), humanoid robots and computer animated films …
Experiencing Interactive Storytelling
PCH Roth – 2016 – dare.ubvu.vu.nl
… Advances in machine learning and natural language processing will further increase the believability of virtual characters, which is crucial to evoke affective responses in users and to allow for interesting story progressions …
A mini-thesis submitted for transfer from MPhil to PhD
R Prince – 2009 – wais-demo.ecs.soton.ac.uk
… This involved an architecture similar to Adaptive Hypermedia systems such as AHAM and GAM, and an adaptive game engine which utilised flexible input mechanisms, and procedural generation tech- nologies to produce different gaming experiences for each player.
Expressive design tools: Procedural content generation for game designers
GM Smith – 2012 – search.proquest.com
… Finally, in Chapter 8, Conclusion and Future Work, I summarize the contributions of this dissertation, and describe future avenues for research in the area of Expressive Design Tools and Procedural Generation for Game Design. 22. CHAPTER 2 …
Domain adaptation for visual applications: A comprehensive survey
G Csurka – arXiv preprint arXiv:1702.05374, 2017 – arxiv.org
Page 1. Domain Adaptation for Visual Applications: A Comprehensive Survey Gabriela Csurka Abstract The aim of this paper1 is to give an overview of domain adaptation and transfer learning with a specific view on visual applications …
Automated Planning and Player Modelling for Interactive Storytelling
AR Sanabria – 2013 – search.proquest.com
… tions and postconditions (ie, eects) enables the use of AI methods for procedural. generation. Such automation can help developers keep track of possible story states … haviour, drama-managed plot and shallow natural language processing. A story …
W RLDCOMP’14
F CENTER – wins.or.kr
Page 1. ega ol ev B a llro o m s 1 2 3 4 5 S I L V E R G O L D C O P P E R P L A T IN U m S T E R L IN G A /B /C Restrooms R estro om s R egistration D esk Ele va to rs Ele va to rs E le v a to rs B u s in e s s O ffic e A re a SPA AND SALON FITNESS CENTER …
Unit operations: An approach to videogame criticism
I Bogost – 2008 – books.google.com
Page 1. UNIT OPERATIONS AN APPROACH TO VIDEOGAME CRITICISM IAN BOGOST Page 2. Unit Operations Page 3. Page 4. Unit Operations An Approach to Videogame Criticism Ian Bogost The MIT Press Cambridge, Massachusetts London, England Page 5 …
Characterizing developers rework on github open source projects
TR Rúbio, CA Gulo – Proceedings of the 10th Doctoral Symposium …, 2015 – paginas.fe.up.pt
… SESSION 3 RESEARCH ON PROGRAMMING Analysis and Evaluation of gesture recognition using LeapMo- tion Pedro Leitão Survey on Frameworks for Distributed Computing Telmo Morais Procedural Generation of Maps and Narrative Inclusion for Video Games João …
Handbook of digital games
MC Angelides, H Agius – 2014 – books.google.com
… This requires AItechniques, including natural language processing, animation, and representations of nonhuman autonomous player profiles. Playerrecognition that tracksand records player actionsforthe purpose of individualizingthe game experience …
Design Guidelines for Video Games to Achieve an Understanding of Care
M Keoshkerian – 2017 – openresearch.ocadu.ca
Page 1. Design Guidelines for Video Games to Achieve an Understanding of Care How Might an Understanding of Care Be Designed into Immersive, Simulated, and Open-Ended Video Games? By Michael Andrew Keoshkerian …
Investigating the Relationship between FFM, Game Literacy, Content Generation and Game-play Preference
N Heijne – 2016 – esc.fnwi.uva.nl
… In these kinds of games procedural generation of the en- vironment is often mandatory to keep the game interesting and increase the replay value. 2 Page 4 … This is then coupled with natural language processing to create game-like stories [13] …
Lower Bounds for Merging on the Hypercube
M Kerber, B Doerr, S Angelopoulos… – Proceedings of the …, 2008 – dl.acm.org
@inproceedings{Rub:1994:LBM:188380.188407, author = {R\”{u}b, Christine}, title = {Lower Bounds for Merging on the Hypercube}, booktitle = {Proceedings of the Second Italian Conference on Algorithms and Complexity}, series = {CIAC ’94}, year = {1994}, isbn = {3-540 …
Stochastic Tree Search for Highly Coordinated Planning
B Kartal – 2016 – search.proquest.com
Stochastic Tree Search for Highly Coordinated Planning. Abstract. Coordination plays a key role in efficiently solving multi-agent problems such as exploration of unknown environments, search and rescue, and surveillance …
Behavior Generation For Interpersonal Coordination With Virtual Humans
H VAN WELBERGEN – 2011 – Citeseer
… Designing a virtual human is a multi-disciplinary effort, requiring expertise in many research areas, including computer animation, perception, cognitive modeling, emo- tions and personality, natural language processing, speech recognition, speech syn- thesis, nonverbal …
Automated Extraction of Action Semantics for Embodied Virtual Agent Using Textual Knowledge Bases
JT Balint – 2017 – search.proquest.com
… virtual world [14]. There are various reasons for this, including creating more believable physics systems [15], procedural. generation of scenes [16, 17], and character-object interaction [18]. As we are focused. on actions, character …