Proceedings of the 2nd International Workshop on Procedural Content Generation in Games 2011
DOI: 10.1145/2000919.2000924
|View full text |Cite
|
Sign up to set email alerts
|

Procedural filters for customization of virtual worlds

Abstract: Designing virtual game worlds is often a long and laborintensive process. Moreover, when a game world needs to be slightly altered in appearance, the entire process needs to be repeated, or will at least require some repetitious tasks. Ideally, when the same game world is needed under different circumstances (e.g. in another season, before and after a war, in prosperous or poor economic conditions), the designer should be aided in this process using procedural generation techniques.We propose an approach for t… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
4
0

Year Published

2011
2011
2020
2020

Publication Types

Select...
3
3

Relationship

3
3

Authors

Journals

citations
Cited by 7 publications
(4 citation statements)
references
References 13 publications
0
4
0
Order By: Relevance
“…But a game might need the same world under different circumstances. Instead of forcing designers to manually rebuild every element of the game world all over again, we proposed the concept of using procedural filters [34]. Procedural filters provide a layer of customization that can be applied to a finished game world or the objects therein.…”
Section: Applicationsmentioning
confidence: 99%
“…But a game might need the same world under different circumstances. Instead of forcing designers to manually rebuild every element of the game world all over again, we proposed the concept of using procedural filters [34]. Procedural filters provide a layer of customization that can be applied to a finished game world or the objects therein.…”
Section: Applicationsmentioning
confidence: 99%
“…as 3D models of buildings, as interior placement of furniture [7] or decoration [106]. Often, the distinction between architecture and level design is difficult; for instance, settlement generation [39,74] is attributed to the latter while texture changes on a building [103] is grouped under architecture. The main criteria for the classification as generated architecture was based on fidelity with real-world patterns and the focus on aesthetic appeal rather than gameplay.…”
Section: Types Of Content Generatedmentioning
confidence: 99%
“…"Serious" games, or games with a purpose beyond entertainment, have been targeted by PCG workshop papers in the context of language learning [67], rehabilitation [3,22], training scenarios [52,59] and human computation [108]. Real-world simulations have also been common, simulating realistic urban planning [41,75,86,93], architecture & interior design [7,79,103], environments [1], locomotion [48] or economies [52].…”
Section: Target Gamesmentioning
confidence: 99%
“…According to the type of features needed in a game world, a large variety of procedural modeling methods and techniques have been proposed to generate them [10]. Most of the methods for generating visuals are based on computer graphics techniques; however, there have been a few attempts at AI-based generation of visuals, such as the evolution of graphic shaders toward a designer-specified color palette [11], procedural filters based on semantics for slight visual changes to modeled scenes [12], and evolution of arcade-style spaceships toward visual properties such as symmetry, simplicity, and other patterns [13].…”
Section: A Visualsmentioning
confidence: 99%