Publicação
A rule based procedural content generation system
| Resumo: | This paper presents a new method of procedural content generation (PCG) for natural environments and objects (such as terrain, biomes, river, and vegetation), with special attention to game design and visual aesthetic. Our solution allows us to define a set of rules to control the content generation to meet the requirements of game design and level design teams. |
|---|---|
| Autores principais: | Oliveira, Gonçalo |
| Outros Autores: | Almeida, Lucas; Sousa, João Paulo; Barroso, Bárbara; Barbedo, Inês |
| Assunto: | Procedural content generation Game design Level design Rules Algorithm |
| Ano: | 2022 |
| País: | Portugal |
| Tipo de documento: | comunicação em conferência |
| Tipo de acesso: | acesso restrito |
| Instituição associada: | Instituto Politécnico de Bragança |
| Idioma: | inglês |
| Origem: | Biblioteca Digital do IPB |
| _version_ | 1867173269645295616 |
|---|---|
| author | Oliveira, Gonçalo |
| author2 | Almeida, Lucas Sousa, João Paulo Barroso, Bárbara Barbedo, Inês |
| author2_role | author author author author |
| author_facet | Oliveira, Gonçalo Almeida, Lucas Sousa, João Paulo Barroso, Bárbara Barbedo, Inês |
| author_role | author |
| contributor_name_str_mv | Biblioteca Digital do IPB |
| country_str | PT |
| creators_json_txt | [{\"Person.name\":\"Oliveira, Gonçalo\"},{\"Person.name\":\"Almeida, Lucas\"},{\"Person.name\":\"Sousa, João Paulo\",\"Person.identifier.orcid\":\"0000-0002-9005-084X\"},{\"Person.name\":\"Barroso, Bárbara\",\"Person.identifier.orcid\":\"0000-0001-6323-2309\"},{\"Person.name\":\"Barbedo, Inês\",\"Person.identifier.orcid\":\"0000-0001-6350-9697\"}] |
| datacite.contributors.contributor.contributorName.fl_str_mv | Biblioteca Digital do IPB |
| datacite.creators.creator.creatorName.fl_str_mv | Oliveira, Gonçalo Almeida, Lucas Sousa, João Paulo Barroso, Bárbara Barbedo, Inês |
| datacite.date.Accepted.fl_str_mv | 2022-01-01T00:00:00Z |
| datacite.date.available.fl_str_mv | 2023-02-10T16:04:10Z |
| datacite.date.embargoed.fl_str_mv | 2023-02-10T16:04:10Z |
| datacite.rights.fl_str_mv | http://purl.org/coar/access_right/c_16ec |
| datacite.subjects.subject.fl_str_mv | Procedural content generation Game design Level design Rules Algorithm |
| datacite.titles.title.fl_str_mv | A rule based procedural content generation system |
| dc.contributor.none.fl_str_mv | Biblioteca Digital do IPB |
| dc.creator.none.fl_str_mv | Oliveira, Gonçalo Almeida, Lucas Sousa, João Paulo Barroso, Bárbara Barbedo, Inês |
| dc.date.Accepted.fl_str_mv | 2022-01-01T00:00:00Z |
| dc.date.available.fl_str_mv | 2023-02-10T16:04:10Z |
| dc.date.embargoed.fl_str_mv | 2023-02-10T16:04:10Z |
| dc.format.none.fl_str_mv | application/pdf |
| dc.identifier.none.fl_str_mv | http://hdl.handle.net/10198/26897 |
| dc.language.none.fl_str_mv | eng |
| dc.publisher.none.fl_str_mv | Springer |
| dc.rights.cclincense.fl_str_mv | http://creativecommons.org/licenses/by/4.0/ |
| dc.rights.none.fl_str_mv | http://purl.org/coar/access_right/c_16ec |
| dc.subject.none.fl_str_mv | Procedural content generation Game design Level design Rules Algorithm |
| dc.title.fl_str_mv | A rule based procedural content generation system |
| dc.type.none.fl_str_mv | http://purl.org/coar/resource_type/c_5794 |
| description | This paper presents a new method of procedural content generation (PCG) for natural environments and objects (such as terrain, biomes, river, and vegetation), with special attention to game design and visual aesthetic. Our solution allows us to define a set of rules to control the content generation to meet the requirements of game design and level design teams. |
| dirty | 0 |
| eu_rights_str_mv | restrictedAccess |
| format | conferencePaper |
| fulltext.url.fl_str_mv | https://bibliotecadigital.ipb.pt/bitstreams/8d5cd7c4-74e9-4505-af75-2ef92df1eab1/download |
| id | ipb_992b87851ec91c950b5e9cf31c3f92f0 |
| identifier.url.fl_str_mv | http://hdl.handle.net/10198/26897 |
| instacron_str | ipb |
| institution | Instituto Politécnico de Bragança |
| instname_str | Instituto Politécnico de Bragança |
| language | eng |
| network_acronym_str | ipb |
| network_name_str | Biblioteca Digital do IPB |
| oai_identifier_str | oai:bibliotecadigital.ipb.pt:10198/26897 |
| organization_str_mv | urn:organizationAcronym:ipb |
| person_str_mv | Oliveira, Gonçalo Almeida, Lucas Sousa, João Paulo Sousa, João Paulo https://www.ciencia-id.pt/6A16-061F-809B 6A16-061F-809B http://orcid.org/0000-0002-9005-084X 0000-0002-9005-084X Barroso, Bárbara Barroso, Bárbara https://www.ciencia-id.pt/8B11-A2DC-CE51 8B11-A2DC-CE51 http://orcid.org/0000-0001-6323-2309 0000-0001-6323-2309 Barbedo, Inês Barbedo, Inês https://www.ciencia-id.pt/681B-7253-50B1 681B-7253-50B1 http://orcid.org/0000-0001-6350-9697 0000-0001-6350-9697 |
| publishDate | 2022 |
| publisher.none.fl_str_mv | Springer |
| reponame_str | Biblioteca Digital do IPB |
| repository_id_str | urn:repositoryAcronym:ipb |
| service_str_mv | urn:repositoryAcronym:ipb |
| spelling | engSpringerpt_PTThis paper presents a new method of procedural content generation (PCG) for natural environments and objects (such as terrain, biomes, river, and vegetation), with special attention to game design and visual aesthetic. Our solution allows us to define a set of rules to control the content generation to meet the requirements of game design and level design teams.application/pdfpt_PTA rule based procedural content generation systemOliveira, GonçaloAlmeida, LucasPersonalSousa, João PauloDSpacehttp://dspace.org/items/421103bc-0ac1-495a-aaaf-faf08ecaafe5DSpacehttp://dspace.org/items/421103bc-0ac1-495a-aaaf-faf08ecaafe5SousaJoão PauloCiência IDhttps://www.ciencia-id.pt6A16-061F-809BORCIDhttp://orcid.org0000-0002-9005-084XPersonalBarroso, BárbaraDSpacehttp://dspace.org/items/312c6954-cbfd-4e75-896f-e748370eb39fDSpacehttp://dspace.org/items/312c6954-cbfd-4e75-896f-e748370eb39fBarrosoBárbaraCiência IDhttps://www.ciencia-id.pt8B11-A2DC-CE51ORCIDhttp://orcid.org0000-0001-6323-2309PersonalBarbedo, InêsDSpacehttp://dspace.org/items/8a4e21c4-845a-4fb3-a772-bab297bae908DSpacehttp://dspace.org/items/8a4e21c4-845a-4fb3-a772-bab297bae908BarbedoInêsCiência IDhttps://www.ciencia-id.pt681B-7253-50B1ORCIDhttp://orcid.org0000-0001-6350-9697HostingInstitutionOrganizationalBiblioteca Digital do IPBe-mailmailto:dspace@ipb.ptdspace@ipb.ptISBNIsPartOf978-3-031-23236-7DOIIsPartOf10.1007/978-3-031-23236-7_82023-02-10T16:04:10Z20222022-01-01T00:00:00ZHandlehttp://hdl.handle.net/10198/26897http://purl.org/coar/access_right/c_16ecrestricted accessProcedural content generationGame designLevel designRulesAlgorithm265563 bytesother research producthttp://purl.org/coar/resource_type/c_5794conference paper2022http://creativecommons.org/licenses/by/4.0/http://purl.org/coar/access_right/c_16ecapplication/pdffulltexthttps://bibliotecadigital.ipb.pt/bitstreams/8d5cd7c4-74e9-4505-af75-2ef92df1eab1/downloadInternational Conference on Optimization, Learning Algorithms and Applications: OL2A19Póvoa de Varzim |
| spellingShingle | A rule based procedural content generation system Oliveira, Gonçalo Procedural content generation Game design Level design Rules Algorithm |
| status | SINGLETON |
| subject.fl_str_mv | Procedural content generation Game design Level design Rules Algorithm |
| title | A rule based procedural content generation system |
| title_full | A rule based procedural content generation system |
| title_fullStr | A rule based procedural content generation system |
| title_full_unstemmed | A rule based procedural content generation system |
| title_short | A rule based procedural content generation system |
| title_sort | A rule based procedural content generation system |
| topic | Procedural content generation Game design Level design Rules Algorithm |
| topic_facet | Procedural content generation Game design Level design Rules Algorithm |
| url | http://hdl.handle.net/10198/26897 |
| visible | 1 |