60,064 research outputs found

    Generative Design in Minecraft (GDMC), Settlement Generation Competition

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    This paper introduces the settlement generation competition for Minecraft, the first part of the Generative Design in Minecraft challenge. The settlement generation competition is about creating Artificial Intelligence (AI) agents that can produce functional, aesthetically appealing and believable settlements adapted to a given Minecraft map - ideally at a level that can compete with human created designs. The aim of the competition is to advance procedural content generation for games, especially in overcoming the challenges of adaptive and holistic PCG. The paper introduces the technical details of the challenge, but mostly focuses on what challenges this competition provides and why they are scientifically relevant.Comment: 10 pages, 5 figures, Part of the Foundations of Digital Games 2018 proceedings, as part of the workshop on Procedural Content Generatio

    Attack on the clones: managing player perceptions of visual variety and believability in video game crowds

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    Crowds of non-player characters are increasingly common in contemporary video games. It is often the case that individual models are re-used, lowering visual variety in the crowd and potentially affecting realism and believability. This paper explores a number of approaches to increase visual diversity in large game crowds, and discusses a procedural solution for generating diverse non-player character models. This is evaluated using mixed methods, including a “clone spotting” activity and measurement of impact on computational overheads, in order to present a multi-faceted and adjustable solution to increase believability and variety in video game crowds

    Real Time Animation of Virtual Humans: A Trade-off Between Naturalness and Control

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    Virtual humans are employed in many interactive applications using 3D virtual environments, including (serious) games. The motion of such virtual humans should look realistic (or ‘natural’) and allow interaction with the surroundings and other (virtual) humans. Current animation techniques differ in the trade-off they offer between motion naturalness and the control that can be exerted over the motion. We show mechanisms to parametrize, combine (on different body parts) and concatenate motions generated by different animation techniques. We discuss several aspects of motion naturalness and show how it can be evaluated. We conclude by showing the promise of combinations of different animation paradigms to enhance both naturalness and control

    A quantum procedure for map generation

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    Quantum computation is an emerging technology that promises a wide range of possible use cases. This promise is primarily based on algorithms that are unlikely to be viable over the coming decade. For near-term applications, quantum software needs to be carefully tailored to the hardware available. In this paper, we begin to explore whether near-term quantum computers could provide tools that are useful in the creation and implementation of computer games. The procedural generation of geopolitical maps and their associated history is considered as a motivating example. This is performed by encoding a rudimentary decision making process for the nations within a quantum procedure that is well-suited to near-term devices. Given the novelty of quantum computing within the field of procedural generation, we also provide an introduction to the basic concepts involved.Comment: To be published in the proceedings of the IEEE Conference on Game

    From a Domain Analysis to the Specification and Detection of Code and Design Smells

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    Code and design smells are recurring design problems in software systems that must be identified to avoid their possible negative consequences\ud on development and maintenance. Consequently, several smell detection\ud approaches and tools have been proposed in the literature. However,\ud so far, they allow the detection of predefined smells but the detection\ud of new smells or smells adapted to the context of the analysed systems\ud is possible only by implementing new detection algorithms manually.\ud Moreover, previous approaches do not explain the transition from\ud specifications of smells to their detection. Finally, the validation\ud of the existing approaches and tools has been limited on few proprietary\ud systems and on a reduced number of smells. In this paper, we introduce\ud an approach to automate the generation of detection algorithms from\ud specifications written using a domain-specific language. This language\ud is defined from a thorough domain analysis. It allows the specification\ud of smells using high-level domain-related abstractions. It allows\ud the adaptation of the specifications of smells to the context of\ud the analysed systems.We specify 10 smells, generate automatically\ud their detection algorithms using templates, and validate the algorithms\ud in terms of precision and recall on Xerces v2.7.0 and GanttProject\ud v1.10.2, two open-source object-oriented systems.We also compare\ud the detection results with those of a previous approach, iPlasma

    A Domain Analysis to Specify Design Defects and Generate Detection Algorithms

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    Quality experts often need to identify in software systems design defects, which are recurring design problems, that hinder development\ud and maintenance. Consequently, several defect detection approaches\ud and tools have been proposed in the literature. However, we are not\ud aware of any approach that defines and reifies the process of generating\ud detection algorithms from the existing textual descriptions of defects.\ud In this paper, we introduce an approach to automate the generation\ud of detection algorithms from specifications written using a domain-specific\ud language. The domain-specific is defined from a thorough domain analysis.\ud We specify several design defects, generate automatically detection\ud algorithms using templates, and validate the generated detection\ud algorithms in terms of precision and recall on Xerces v2.7.0, an\ud open-source object-oriented system

    A spatially-structured PCG method for content diversity in a Physics-based simulation game

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    This paper presents a spatially-structured evolutionary algorithm (EA) to procedurally generate game maps of di ferent levels of di ficulty to be solved, in Gravityvolve!, a physics-based simulation videogame that we have implemented and which is inspired by the n- body problem, a classical problem in the fi eld of physics and mathematics. The proposal consists of a steady-state EA whose population is partitioned into three groups according to the di ficulty of the generated content (hard, medium or easy) which can be easily adapted to handle the automatic creation of content of diverse nature in other games. In addition, we present three fitness functions, based on multiple criteria (i.e:, intersections, gravitational acceleration and simulations), that were used experimentally to conduct the search process for creating a database of maps with di ferent di ficulty in Gravityvolve!.Universidad de MĂĄlaga. Campus de Excelencia Internacional AndalucĂ­a Tech

    Learning Ground Traversability from Simulations

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    Mobile ground robots operating on unstructured terrain must predict which areas of the environment they are able to pass in order to plan feasible paths. We address traversability estimation as a heightmap classification problem: we build a convolutional neural network that, given an image representing the heightmap of a terrain patch, predicts whether the robot will be able to traverse such patch from left to right. The classifier is trained for a specific robot model (wheeled, tracked, legged, snake-like) using simulation data on procedurally generated training terrains; the trained classifier can be applied to unseen large heightmaps to yield oriented traversability maps, and then plan traversable paths. We extensively evaluate the approach in simulation on six real-world elevation datasets, and run a real-robot validation in one indoor and one outdoor environment.Comment: Webpage: http://romarcg.xyz/traversability_estimation
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