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 |
Registos relacionados
article Implementation and playtesting for a world adventure game’s procedural content generation system
por: Sousa, João Paulo
Publicado em: (2023)
por: Sousa, João Paulo
Publicado em: (2023)
groups A rule based procedural content generation system
por: Oliveira, Gonçalo
Publicado em: (2022)
por: Oliveira, Gonçalo
Publicado em: (2022)
article A novel procedural content generation algorithm for tower defense games
por: Dias, Diogo Miguel P.L.
Publicado em: (2022)
por: Dias, Diogo Miguel P.L.
Publicado em: (2022)
school A Generative Game Design Case Study
por: Casaleiro, André Filipe Monteiro de Oliveira
Publicado em: (2016)
por: Casaleiro, André Filipe Monteiro de Oliveira
Publicado em: (2016)
school Enhancing automatic level generation for platform videogames
por: Mourato, Fausto José da Silva Valentim
Publicado em: (2015)
por: Mourato, Fausto José da Silva Valentim
Publicado em: (2015)
article Adaptive content generation for games
por: Oliveira, Sérgio
Publicado em: (2017)
por: Oliveira, Sérgio
Publicado em: (2017)
article Automatic evolution of programs for procedural generation of terrains for video games: accessibility and edge length constraints
por: Frade, Miguel
Publicado em: (2012)
por: Frade, Miguel
Publicado em: (2012)
article A framework for massively multiplayer online game content generation
por: Alves, Tiago
Publicado em: (2016)
por: Alves, Tiago
Publicado em: (2016)
school Generative Game Design as Common Interactive Space - Transmediating and Developing the Meerplay Digital Game
por: Caiado, Francisco Campos de Sá Nogueira
Publicado em: (2023)
por: Caiado, Francisco Campos de Sá Nogueira
Publicado em: (2023)
school Procedural content generation in gaming via evolutionary algorithms
por: Çetiner, Mehmet Serdar
Publicado em: (2023)
por: Çetiner, Mehmet Serdar
Publicado em: (2023)
school Generative Game Design: A Case Study
por: Silva, João André Carvalho da
Publicado em: (2017)
por: Silva, João André Carvalho da
Publicado em: (2017)
school A Case Study in Generative Game Design
por: Fernandes, Nuno Daniel Correia
Publicado em: (2021)
por: Fernandes, Nuno Daniel Correia
Publicado em: (2021)
article Incorporating legal rules on procedural house generation
por: Rodrigues, N.
Publicado em: (2008)
por: Rodrigues, N.
Publicado em: (2008)
school PROCEDURAL GENERATION OF BUILDINGS: FROM GIS TO LAYERED STRUCTURAL BUILDINGS
por: Monteiro, Sofia Claro
Publicado em: (2025)
por: Monteiro, Sofia Claro
Publicado em: (2025)
school The Authorial Game Evolution Tool for Player Experience Design
por: Craveirinha, Rui Alexandre Neves
Publicado em: (2018)
por: Craveirinha, Rui Alexandre Neves
Publicado em: (2018)
draft Bertrand Equilibria and Sharing Rules
por: Hoernig, Steffen
Publicado em: (2005)
por: Hoernig, Steffen
Publicado em: (2005)
school Algorithmic design of a product based on customer data
por: Francisco, Álvaro Miguel Cruz
Publicado em: (2021)
por: Francisco, Álvaro Miguel Cruz
Publicado em: (2021)
groups Bacterial memetic algorithm for fuzzy rule base optimization
por: Cabrita, Cristiano Lourenço
Publicado em: (2007)
por: Cabrita, Cristiano Lourenço
Publicado em: (2007)
article Automatic verification of design rules in PCB manufacturing
por: Ramos, João Ricardo Martins
Publicado em: (2018)
por: Ramos, João Ricardo Martins
Publicado em: (2018)
article Moderation techniques for user-generated content in place-based communication
por: Coutinho, Pedro
Publicado em: (2017)
por: Coutinho, Pedro
Publicado em: (2017)
article Three-player nim with podium rule
por: Nowakowski, Richard
Publicado em: (2020)
por: Nowakowski, Richard
Publicado em: (2020)
article Procedural generation of 3D maps with snappable meshes
por: Silva, Rafael Castro e
Publicado em: (2022)
por: Silva, Rafael Castro e
Publicado em: (2022)
groups Bacterial algorithm applied for fuzzy rule extraction
por: Botzheim, J.
Publicado em: (2002)
por: Botzheim, J.
Publicado em: (2002)
school Modeling and Generation of Playable Scenarios Based on Societies of Agents
por: Correia, Bernardo Nunes
Publicado em: (2021)
por: Correia, Bernardo Nunes
Publicado em: (2021)
school Towards Automated Generative Design
por: Sacadura, Ricardo Rocha
Publicado em: (2023)
por: Sacadura, Ricardo Rocha
Publicado em: (2023)
article Combining evolutionary algorithms with reaction rules towards focused molecular design
por: Correia, João
Publicado em: (2023)
por: Correia, João
Publicado em: (2023)
article Tuning metadata for better movie content-based recommendation systems
por: Soares, Márcio
Publicado em: (2015)
por: Soares, Márcio
Publicado em: (2015)
article The impact of user-generated content in shaping the image of tourist destination across different generations
por: Aksionova, Evelina
Publicado em: (2023)
por: Aksionova, Evelina
Publicado em: (2023)
article User-generated content’s influence on tourist destination image: a generational perspective
por: Correia, Ricardo
Publicado em: (2025)
por: Correia, Ricardo
Publicado em: (2025)
article An architecture to integrate discovered knowledge in a rule based system
por: Oliveira, Paulo
Publicado em: (2004)
por: Oliveira, Paulo
Publicado em: (2004)
article Conceptual design and development of an automated co-generation system
por: Seabra, Eurico
Publicado em: (2012)
por: Seabra, Eurico
Publicado em: (2012)
school Launching platforms for user-generated content
por: Batista, Guilherme Luís Caroço
Publicado em: (2015)
por: Batista, Guilherme Luís Caroço
Publicado em: (2015)
school Interaction design for dementia: an interactive system to enhance procedural memory
por: Mendonça, Maria Mendes
Publicado em: (2024)
por: Mendonça, Maria Mendes
Publicado em: (2024)
school Science4Pandemics Serious Game Design - Scene Modeling and Generative Visual Experiments in the S4P Game Context
por: Murta, Rafael do Valle
Publicado em: (2023)
por: Murta, Rafael do Valle
Publicado em: (2023)
article Self-Evolving Fuzzy Controller Composed of Univariate Fuzzy Control Rules
por: Mendes, Jérôme
Publicado em: (2020)
por: Mendes, Jérôme
Publicado em: (2020)
article Effect of fat content, casing type and smoking procedures on PAHs contents of Portuguese traditional dry fermented sausages
por: Gomes, A.
Publicado em: (2014)
por: Gomes, A.
Publicado em: (2014)
article User-generated content mining: exploring paths on the quality perspective
por: Maia, S. F. C.
Publicado em: (2022)
por: Maia, S. F. C.
Publicado em: (2022)
groups Procedural game level generation by joining geometry with hand-placed connectors
por: Silva, Rafael Castro e
Publicado em: (2020)
por: Silva, Rafael Castro e
Publicado em: (2020)
school O Impacto do Firm-Generated Content: O Caso da Bastarda
por: Silva, Patrícia Sofia Gouveia da
Publicado em: (2023)
por: Silva, Patrícia Sofia Gouveia da
Publicado em: (2023)
groups Design generation and evolution of flow systems
por: Miguel, A. F.
Publicado em: (2012)
por: Miguel, A. F.
Publicado em: (2012)
Registos relacionados
-
article Implementation and playtesting for a world adventure game’s procedural content generation system
por: Sousa, João Paulo
Publicado em: (2023) -
groups A rule based procedural content generation system
por: Oliveira, Gonçalo
Publicado em: (2022) -
article A novel procedural content generation algorithm for tower defense games
por: Dias, Diogo Miguel P.L.
Publicado em: (2022) -
school A Generative Game Design Case Study
por: Casaleiro, André Filipe Monteiro de Oliveira
Publicado em: (2016) -
school Enhancing automatic level generation for platform videogames
por: Mourato, Fausto José da Silva Valentim
Publicado em: (2015)