Essays about: "PCG"

Showing result 1 - 5 of 28 essays containing the word PCG.

  1. 1. Interactive Ecosystem Simulator

    University essay from Göteborgs universitet/Institutionen för data- och informationsteknik

    Author : JOHAN ATTERFORS; CARL HOLMBERG; ALEXANDER HUANG; ROBIN KARHU; BRAGE LAE; ALEXANDER LARSSON VAHLBERG; [2021-09-07]
    Keywords : Ecosystem; Simulation; Unity; AI; ML; RL; ABM; GA; PCG; Welford;

    Abstract : As ecosystems are complex domains, both analytical and computer-aided modelscan aid in gaining insights about their dynamics. One such computer-aided modelis the concept of ecosystem simulation. This project aims to build an interactiveand visual ecosystem simulation in the Unity game engine. READ MORE

  2. 2. Mixed-initiative Puzzle Design Tool for Everyone Must Die

    University essay from Malmö universitet/Institutionen för datavetenskap och medieteknik (DVMT)

    Author : Viktor Rörlien; Nils Brundin; [2021]
    Keywords : Procedural Content Generation; PCG; Mixed Initiative; Mixed Authorship; Puzzle; Video Game; Progressive Content Generation Approach; Everyone Must Die;

    Abstract : The application of PCG to generate puzzles offers great value since their replayability is severely limited, requiring any game that employs them to produce many different puzzles. In this paper we propose a modified version of the progressive content generation approach to function as a mixed-initiative system, to create puzzles for the novel partially physics-based game \textit{Everyone Must Die}. READ MORE

  3. 3. The Usage of PCG Techniques Within Different Game Genres

    University essay from Malmö universitet/Institutionen för datavetenskap och medieteknik (DVMT)

    Author : Martin Dahrén; [2021]
    Keywords : PCG; Game; Genre; PCG-techniques; Procedural Generation; Procedural Content Generation;

    Abstract : Procedural Content Generation (PCG) has become more common in usage in game development nowadays, with the motivation of finding new ways to make games replayable, new ways for games to be played or for generating content during development. This paper explores the question how often Procedural Generation is used in practice and furthermore how often it is used by different game genres and how they use PCG in their particular games. READ MORE

  4. 4. Multi-Agent Based Settlement Generation In Minecraft

    University essay from Malmö universitet/Institutionen för datavetenskap och medieteknik (DVMT)

    Author : Albin Esko; Johan Fritiofsson; [2021]
    Keywords : Multi-Agent system; PCG; Minecraft; GDMC;

    Abstract : This thesis explores the uses of a multi-agent system(MAS) for procedural content generation(PCG) in the Generative Design in Minecraft (GDMC) competition. The generatorconstructed is capable of surveying the terrain and determining where to start building a roadnetwork. Extendor and connector agents build the road network used for the settlement. READ MORE

  5. 5. BIAS - A Unity Asset for Procedurally Generating Cities

    University essay from Göteborgs universitet/Institutionen för data- och informationsteknik

    Author : Alma Eriksson; David Hultsten; David Hall; William Johnsson; Ludwig Hultqvist; Ludvig Liljeqvist; [2020-10-30]
    Keywords : procedural content generation; PCG; video game development; 3D cities; unity; terrain generation; city generation;

    Abstract : Procedural content generation, or PCG, is a method of algorithmically generating,for instance, video game content with a limited amount of user input. The purposeof this project is to explore how PCG may be used in game development to makethe process of creating game assets less time consuming. READ MORE