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A rule based procedural content generation system

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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
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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