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Dynamic Procedural Music Generation from NPC Attributes

Megan Washburn, Foaad Khosmood
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

Anna Jordanous, Tom Garner
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

Geogios N. Yannakakis
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

Jacob Dodunski, Imran Khaliq
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

Jacob Dodunski, Imran Khaliq
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]

Georgios N. Yannakakis, Kostas Karpouzis, Ana Paiva, Eva Hudlicka
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]

Vincent Breault, Sebastien Ouellet, Jim Davies
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

Penny de Byl
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

Adekanmi Adeyinka Adegun, Roseline Oluwaseun Ogundokun, Samuel Ogbonyomi, Peter O. Sadiku
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

Warren J. Haas
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

Tulia Maria CĂŞVEAN
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

Ricardo M.C. Segundo, Julio César F. da Silva, Tatiana Aires Tavares
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

Iván Sánchez-López, Amor Pérez-Rodríguez, Manuel Fandos-Igado
2019 Journal of New Approaches in Educational Research  
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

Ufuk Aydan, Murat Yilmaz, Paul M. Clarke, Rory V. O'Connor
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]

Banphot Nobaew
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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