3,729 research outputs found

    Document-Driven Design for Distributed CAD Services in Service-Oriented Architecture

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    Current computer-aided design (CAD) systems only support interactive geometry generation, which is not ideal for distributed engineering services in enterprise-to-enterprise collaboration with a generic thin-client service-oriented architecture. This paper proposes a new feature-based modeling mechanism—document-driven design—to enable batch mode geometry construction for distributed CAD systems. A semantic feature model is developed to represent informative and communicative design intent. Feature semantics is explicitly captured as a trinary relation, which provides good extensibility and prevents semantics loss. Data interoperability between domains is enhanced by schema mapping and multiresolution semantics. This mechanism aims to enable asynchronous communication in distributed CAD environments with ease of design alternative evaluation and reuse, reduced human errors, and improved system throughput and utilization

    Procedural Constraint-based Generation for Game Development

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    Enhancing automatic level generation for platform videogames

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    This dissertation addresses the challenge of improving automatic level generation processes for plat-form videogames. As Procedural Content Generation (PCG) techniques evolved from the creation of simple elements to the construction of complete levels and scenarios, the principles behind the generation algorithms became more ambitious and complex, representing features that beforehand were only possible with human design. PCG goes beyond the search for valid geometries that can be used as levels, where multiple challenges are represented in an adequate way. It is also a search for user-centred design content and the creativity sparks of humanly created content. In order to improve the creativity capabilities of such generation algorithms, we conducted part of our research directed to the creation of new techniques using more ambitious design patterns. For this purpose, we have implemented two overall structure generation algorithms and created an addi-tional adaptation algorithm. The later can transform simple branched paths into more compelling game challenges by adding items and other elements in specific places, such as gates and levers for their activation. Such approach is suitable to avoid excessive level linearity and to represent certain design patterns with additional content richness. Moreover, content adaptation was transposed from general design domain to user-centred principles. In this particular case, we analysed success and failure patterns in action videogames and proposed a set of metrics to estimate difficulty, taking into account that each user has a different perception of that concept. This type of information serves the generation algorithms to make them more directed to the creation of personalised experiences. Furthermore, the conducted research also aimed to the integration of different techniques into a common ground. For this purpose, we have developed a general framework to represent content of platform videogames, compatible with several titles within the genre. Our algorithms run over this framework, whereby they are generic and game independent. We defined a modular architecture for the generation process, using this framework to normalise the content that is shared by multiple modules. A level editor tool was also created, which allows human level design and the testing of automatic generation algorithms. An adapted version of the editor was implemented for the semi-automatic creation of levels, in which the designer may simply define the type of content that he/she desires, in the form of quests and missions, and the system creates a corresponding level structure. This materialises our idea of bridging human high-level design patterns with lower level automated generation algorithms. Finally, we integrated the different contributions into a game prototype. This implementation allowed testing the different proposed approaches altogether, reinforcing the validity of the proposed archi-tecture and framework. It also allowed performing a more complete gameplay data retrieval in order to strengthen and validate the proposed metrics regarding difficulty perceptions

    Deep learning for procedural content generation

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    Summarization: Procedural content generation in video games has a long history. Existing procedural content generation methods, such as search-based, solver-based, rule-based and grammar-based methods have been applied to various content types such as levels, maps, character models, and textures. A research field centered on content generation in games has existed for more than a decade. More recently, deep learning has powered a remarkable range of inventions in content production, which are applicable to games. While some cutting-edge deep learning methods are applied on their own, others are applied in combination with more traditional methods, or in an interactive setting. This article surveys the various deep learning methods that have been applied to generate game content directly or indirectly, discusses deep learning methods that could be used for content generation purposes but are rarely used today, and envisages some limitations and potential future directions of deep learning for procedural content generation.Presented on: Neural Computing and Application

    A computer-aided conceptual ship design system incorporating expert knowledge

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    PhD ThesisIn today's highly competitive shipbuilding market the emphasis is on the production of acceptable design proposals within a very short timescale. A computer-aided conceptual ship design system, which utifises the latest developments in workstation technology, has been developed. It is intended to help reduce the technical and commercial risks associated with the process of tendering for newbuilding contracts. The system as a whole, uses fundamental modeffing techniques to enable areas such as dimensions generation, huilform development, layout design, powering estimation, mass estimation, motions prediction, work content estimation and cost estimation to be considered at a much greater level of detail at the concept design stage than was previously possible. This thesis describes the specification and development of those parts of the overall design system concerned with the generation of vessel dimensions and huliform and layout design. In order to improve the flexibility of the system, a so-called expert system approach has been adopted to provide the mechanism for the control of the design methodology. For this purpose, a unique expert system shell named INCODES (INtelligent COncept DEsign System) was specified and developed. The development of this shell is described in some detail. The application of the INCODES shell to the control of the logic involved in the development of design proposals for containerships is discussed, and the knowledge base developed for the generation of these design proposals is described. The knowledge base is shown to incorporate fundamental procedures for the generation of vessel dimensions and for huliform and layout design, as well as a comprehensive suite of analysis routines to assist in the verification of the design proposals. The knowledge base is also considered to be unique in its treatment of the investigation of the loading arrangements of containership design proposals. The flexibility of the procedures developed is demonstrated by their application to the generation and examination of containership design proposals which possess a range of physical and operational characteristics.British Shipbuilders Limited, Marine Design Consultants Limited

    Proceedings of the 2021 DigitalFUTURES

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    This open access book is a compilation of selected papers from 2021 DigitalFUTURES—The 3rd International Conference on Computational Design and Robotic Fabrication (CDRF 2021). The work focuses on novel techniques for computational design and robotic fabrication. The contents make valuable contributions to academic researchers, designers, and engineers in the industry. As well, readers encounter new ideas about understanding material intelligence in architecture
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