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Procedural 3D Terrain generation has become a necessity in open world games, as it can provide unlimited content, through a functionally infinite number of different areas, for players to explore. In our approach, we use Generative…

图像与视频处理 · 电气工程与系统科学 2020-10-14 Emmanouil Panagiotou , Eleni Charou

Terrains are the main part of an electronic game. To reduce human effort on game development, procedural techniques are used to generate synthetic terrains. However rendering a terrain is not a trivial task. Their rendering techniques must…

图形学 · 计算机科学 2018-03-14 Ricardo B. D. d'Oliveira , Antonio L. Apolinário

In computer games, traditional procedural terrain generation relies on a grid of vertices, with each point representing terrain elevation. For each square in the grid, two triangles are created by connecting fixed vertex indices, resulting…

图形学 · 计算机科学 2025-05-15 Richard Tivolt

Maps are a very important component of strategy games, and a time-consuming task if done by hand. Maps generated by traditional PCG techniques such as Perlin noise or tile-based PCG techniques look unnatural and unappealing, thus not…

机器学习 · 计算机科学 2023-01-10 Vasco Nunes , João Dias , Pedro A. Santos

In this study we introduce a new technique for the generation of terrain maps, exploiting a combination of procedural generation and Neural Style Transfer. We consider our approach to be a viable alternative to competing generative models,…

计算机视觉与模式识别 · 计算机科学 2024-03-15 Fabio Merizzi

Procedural terrain generation is the process of generating a digital representation of terrain using a computer program or procedure, with little to no human guidance. This paper proposes a procedural terrain generation algorithm based on a…

图形学 · 计算机科学 2022-10-27 Fong Yuan Lim , Yu Wei Tan , Anand Bhojan

Generative adversarial networks (GANs) are quickly becoming a ubiquitous approach to procedurally generating video game levels. While GAN generated levels are stylistically similar to human-authored examples, human designers often want to…

Procedural content generation in video games has a long history. Existing procedural content generation methods, such as search-based, solver-based, rule-based and grammar-based methods have been applied to various content types such as…

人工智能 · 计算机科学 2020-10-12 Jialin Liu , Sam Snodgrass , Ahmed Khalifa , Sebastian Risi , Georgios N. Yannakakis , Julian Togelius

This paper presents a novel approach to procedural generation of urban maps for First Person Shooter (FPS) games. A multi-agent evolutionary system is employed to place streets, buildings and other items inside the Unity3D game engine,…

人工智能 · 计算机科学 2016-04-21 Jan Kruse , Ricardo Sosa , Andy M. Connor

3D terrain models are essential in fields such as video game development and film production. Since surface color often correlates with terrain geometry, capturing this relationship is crucial to achieving realism. However, most existing…

图形学 · 计算机科学 2025-12-18 Kazuki Higo , Toshiki Kanai , Yuki Endo , Yoshihiro Kanamori

Generative Adversarial Networks (GANs) are a machine learning approach capable of generating novel example outputs across a space of provided training examples. Procedural Content Generation (PCG) of levels for video games could benefit…

人工智能 · 计算机科学 2018-05-03 Vanessa Volz , Jacob Schrum , Jialin Liu , Simon M. Lucas , Adam Smith , Sebastian Risi

This paper explores the use of 2D cellular automata (CA) to generate 3D terrains through a simple additive approach. Experimenting with multiple CA transition rules produced aesthetically interesting, navigable landscapes, suggesting…

元胞自动机与格子气 · 物理学 2025-08-22 Nuno Fachada , António R. Rodrigues , Diogo de Andrade , Phil Lopes

Automated generation and (user) authoring of the realistic virtual terrain is most sought for by the multimedia applications like VR models and gaming. The most common representation adopted for terrain is Digital Elevation Model (DEM).…

计算机视觉与模式识别 · 计算机科学 2022-01-10 Shanthika Naik , Aryamaan Jain , Avinash Sharma , KS Rajan

Machine learning for procedural content generation has recently become an active area of research. Levels vary in both form and function and are mostly unrelated to each other across games. This has made it difficult to assemble suitably…

人工智能 · 计算机科学 2021-08-11 Philip Bontrager , Julian Togelius

Machine learning has been a popular tool in many different fields, including procedural content generation. However, procedural content generation via machine learning (PCGML) approaches can struggle with controllability and coherence. In…

机器学习 · 计算机科学 2021-07-28 Kynan Sorochan , Jerry Chen , Yakun Yu , Matthew Guzdial

In this article, we present an experimental approach to using parameterized Generative Adversarial Networks (GANs) to produce levels for the puzzle game Lily's Garden. We extract two condition vectors from the real levels in an effort to…

人工智能 · 计算机科学 2023-06-29 Andreas Hald , Jens Struckmann Hansen , Jeppe Kristensen , Paolo Burelli

Data-driven methods such as convolutional neural networks (CNNs) are known to deliver state-of-the-art performance on image recognition tasks when the training data are abundant. However, in some instances, such as change detection in…

计算机视觉与模式识别 · 计算机科学 2019-05-21 Maria Kolos , Anton Marin , Alexey Artemov , Evgeny Burnaev

Simulation-driven development of intelligent machines benefits from artificial terrains with controllable, well-defined characteristics. However, most existing tools for terrain generation focus on artist-driven workflows and visual…

计算工程、金融与科学 · 计算机科学 2025-06-25 Erik Wallin

Procedural terrain generation plays a vital role in creating virtual landscapes for games, simulations, and various applications. The WaveFunctionCollapse (WFC) algorithm has proven effective in generating content by learning patterns from…

图像与视频处理 · 电气工程与系统科学 2024-12-09 Seyedparsa Dajkhosh

Algorithms that generate computer game content require game design knowledge. We present an approach to automatically learn game design knowledge for level design from gameplay videos. We further demonstrate how the acquired design…

人工智能 · 计算机科学 2016-02-26 Matthew Guzdial , Mark Riedl
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