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Dynamic Procedural Music Generation from NPC Attributes
2020
International Conference on the Foundations of Digital Games
This paper describes the system developed to solve this problem, which generates thematic music for non-player characters (NPCs) based on developer-defined attributes in real time and responds to the dynamic ...
The system was evaluated by means of user study: participants confront four NPC bosses each with their own uniquely generated dynamic track based on their varying attributes in relation to the player's ...
The phys- Master: Chopin also stand to benefit from procedural music generation. ...
doi:10.1145/3402942.3409785
dblp:conf/fdg/WashburnK20
fatcat:enjyxsbq6ncsrow5oonjzfihda
Emergent Perception and Video Games that Listen: Applying Sonic Virtuality for Creative and Intelligent Virtual Agent Behaviours
2016
Computational Creativity & Games Workshop (CCGW)
NPCs struggle greatly to portray flexible or creative behaviours within an adaptive or procedurally generated environment and this is even more apparent in their relationship with sound. ...
To illustrate this vision, a roadmap for future work is laid out, using Sonic Virtuality as the foundation for a 'synthetic listener', an NPC capable of responding to procedurally generated and external ...
With regards to auditory feedback, such processing could enable NPCs to assess sound cues -not only from within the game world (i.e. generated by the game engine) but also from audio input detected from ...
fatcat:msaqyjdfzrfqfjyn5fe6ndbtvm
Game AI revisited
2012
Proceedings of the 9th conference on Computing Frontiers - CF '12
These game AI flagship research areas include the computational modeling of player experience, the procedural generation of content, the mining of player data on massive-scale and the alternative AI research ...
Traditionally, the tasks associated with game AI revolved around non player character (NPC) behavior at different levels of control, varying from navigation and pathfinding to decision making. ...
profiles and music. ...
doi:10.1145/2212908.2212954
dblp:conf/cf/Yannakakis12
fatcat:rfow4qj7f5dcdjfpekgrgbb6pq
The Ethos Framework: Generating Contextually Linked Dynamic Quests
2017
The Journal of Creative Technologies
Such content is not truly dynamic and is usually attributed to events on a timer. This presents a major flaw as it heavily affects the re-playability of a game. ...
These frameworks presented some very good ideas but they also suffered from drawbacks. We propose a new framework for creating dynamic content and called it the Ethos Framework. ...
Contextually Linked Dynamic Quests -An example of the quest being generated from the contextual cues and its pathway or dynamic outcomes also generated based on the actions the player takes. ...
doi:10.24282/jct.06.03
fatcat:rimduqgpzjhybg2uiscgtmxhye
The Ethos Framework: Generating Contextually Linked Dynamic Quests
2017
The Journal of Creative Technologies
Such content is not truly dynamic and is usually attributed to events on a timer. This presents a major flaw as it heavily affects the re-playability of a game. ...
These frameworks presented some very good ideas but they also suffered from drawbacks. We propose a new framework for creating dynamic content and called it the Ethos Framework. ...
Contextually Linked Dynamic Quests -An example of the quest being generated from the contextual cues and its pathway or dynamic outcomes also generated based on the actions the player takes. ...
doi:10.24135/jct.v0i6.40
fatcat:nomztziswjfefghjt7afdk3sgq
Emotion in Games
[chapter]
2011
Lecture Notes in Computer Science
Emotion has been investigated from various perspectives and across several domains within human computer interaction (HCI) including intelligent tutoring systems, interactive web applications, social media ...
Collectively, such HCI attributes allow for high levels of player incorporation (Calleja, 2011) and yield dynamic and complex emotion manifestations. ...
The adaptive process in this case is referred to as procedural content generation (PCG) which is the generation of game content via the use of algorithmic means. ...
doi:10.1007/978-3-642-24571-8_62
fatcat:atph5uo3z5b6nf3z7tfp3qglh4
Let CONAN tell you a story: Procedural quest generation
[article]
2018
arXiv
pre-print
This work proposes an engine for the Creation Of Novel Adventure Narrative (CONAN), which is a procedural quest generator. It uses a planning approach to story generation. ...
The engine takes in a world description represented as a set of facts, including characters, locations, and items, and generates quests according to the state of the world and the preferences of the characters ...
Procedural Generation in Games Procedural Content Generation for Games (PCG-G) is the use of computers algorithms to generate game content, determine if it is interesting, and select the best ones on behalf ...
arXiv:1808.06217v1
fatcat:x72hohjvbfhajac5d25gpzkgeu
A conceptual affective design framework for the use of emotions in computer game design
2015
Cyberpsychology: Journal of Psychosocial Research on Cyberpspace
Collins (2009) discusses the benefits of procedurally generated music as an alternative to pre-recorded tracks as the computer creates the game audio in real-time and hence can reduce production times ...
However she is quick to point out that computer generated music is not at the point where it can immerse players in the game through emotional induction as traditional music. ...
doi:10.5817/cp2015-3-4
fatcat:amjp3bzj2fbubn3aqrk4f4tj4a
Design and Implementation of an Intelligent Gaming Agent Using A* Algorithm and Finite State Machines
2020
International journal of engineering research and technology
The last decade has seen Artificial Intelligence (AI) seep into the game development industry, mainly for the purpose of developing more human-like non-player characters (NPCs) to improve player experience ...
For the implementation, Mixamo/Adobe Fuse was used to model the 3D characters (PC and NPCs), the A* Pathfinding component was implemented using a Unity 3D plugin known as "Arongranberg's A* Pathfinding ...
The third phase which is about Integration is concerned with creating animation flows, writing scripts for PC movement, specifying PC and NPC attributes and so on. ...
doi:10.37624/ijert/13.2.2020.191-206
fatcat:4skokfgoavhojcltdah3dpynoq
Managing Our Academic Libraries: Ways and Means
1979
College and Research Libraries
But while libraries need the attributes of scientific management, they must not make the mistake of thinking library management is only a science. ...
Quite apart from the procedures to comply with the copyright legislation, it is imperative in the interest of efficient scholarly communication that the NPC develop effective relationships with the publishing ...
with the publishing community, and (3) by helping to shape a national library system through NPC operating policies and procedures. ...
doi:10.5860/crl_40_02_109
fatcat:3ilumzqzubbshok5lngozgcf2e
Landmarks for the Contemporary Analysis of the Video Games
2015
Cultural Intertexts
The objective of this analysis is to understand the dynamics of games studies in terms of methods and theories used (a critical literature review), and to propose a general scheme for analysing video games ...
Video games, as a contemporary cultural phenomenon, have drawn the attention of academic scholars, who decrypt them from a cultural perspective (what happens outside the game?) ...
Acknowledgements This paper contains portions of text from the doctoral thesis in preparation, portions that may appear in similar forms in other works, published or in process of publication. ...
doaj:124734e675d340248c555abdbfbe4758
fatcat:huu73c6enjh35ooh3hoalhsa6m
ATHUS: A Generic Framework for Game Development on Ginga Middleware
2010
2010 Brazilian Symposium on Games and Digital Entertainment
A game should give the player the ability to solve problems generated by the dynamics of the game. ...
Due to its large capacity for games, it is important to explore the capabilities of games for the DTV, for that we present a propose of a generic framework for developing games that aims to facilitate ...
The main functionality of these modules is to generate automatically all NCL code necessary to play music and audios. ...
doi:10.1109/sbgames.2010.28
dblp:conf/sbgames/SegundoST10
fatcat:5knffgfadrevlo54deuy5qmibm
Com-educational Platforms: Creativity and Community for Learning
Plataformas com-educativas: creatividad y comunidad para el aprendizaje
2019
Journal of New Approaches in Educational Research
Plataformas com-educativas: creatividad y comunidad para el aprendizaje
However, it has been observed that the media usage of an entire generation emphasizes the gap between formal education and young people's everyday digital life. ...
Within this framework, and at the international level, a series of innovative pedagogical proposals have emerged, which approach education from the field of communication: Minecraft Education, NFB Education ...
The platform, as well as the search for community dynamization, generates an environment that promotes creation, collaboration and participation. ...
doi:10.7821/naer.2019.7.437
fatcat:r2uq5viry5ft7czwvkmewakcp4
Teaching ISO/IEC 12207 software lifecycle processes: A serious game approach
2017
Computer Standards & Interfaces
However, with this absence, the complexity of software systems and their development procedures can reach extreme points. ...
Kling and Scacchi [31] agree that there is a need for clear definitions of techniques in order to foster links between social prospects and software attributes. ...
Therefore, all of these procedures required mixed research methodology and we have chosen to get aid from the attributes of this methodology. ...
doi:10.1016/j.csi.2016.11.014
fatcat:4cgdquzw7bemxdj33sp4oi7kxq
THE ROLE OF VISUAL GRAMMAR AND PLAYER PERCEPTION IN AN ONLINE GAME
[article]
2015
The PhD Series of the Faculty of the Humanities
Visual grammar is reused from generation to generation and from medium to medium. ...
Movements of the slain Darkwraiths help sustain visual dynamics; a screen without movement will bore the player. Music score and ambience are important for creating dynamics. ...
Player A learns various game modes, and learns from practice-based playing (trial and error) through interaction with processes and procedures. ...
doi:10.5278/vbn.phd.hum.00015
fatcat:tda5t7yehjbo5dqwn65kguow2q
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