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AIIDE
2009
13 years 6 months ago
Using Semantics to Improve the Design of Game Worlds
Design of game worlds is becoming more and more laborintensive because of the increasing demand and complexity of content. This is being partially addressed by developing semi-aut...
Tim Tutenel, Ruben Michaël Smelik, Rafael Bid...
EVOW
2011
Springer
12 years 8 months ago
Evolving Interesting Maps for a First Person Shooter
We address the problem of automatically designing maps for first-person shooter (FPS) games. An efficient solution to this procedural content generation (PCG) problem could allow ...
Luigi Cardamone, Georgios N. Yannakakis, Julian To...
EVOW
2010
Springer
13 years 11 months ago
Towards a Generic Framework for Automated Video Game Level Creation
This paper presents a generative system for the automatic creation of video game levels. Our approach is novel in that it allows high-level design goals to be expressed in a top-do...
Nathan Sorenson, Philippe Pasquier
SIGMOD
2009
ACM
168views Database» more  SIGMOD 2009»
14 years 5 months ago
Database research in computer games
This tutorial presents an overview of the data management issues faced by computer games today. While many games do not use databases directly, they still have to process large am...
Alan J. Demers, Johannes Gehrke, Christoph Koch, B...
MUM
2005
ACM
138views Multimedia» more  MUM 2005»
13 years 10 months ago
Group-based content push with dynamic session startup
This paper proposes an intelligent mobile middleware utilizing group-based content push with dynamic session startup and plugand-play features. Solution enhances the distribution ...
Otso Kassinen, Timo Koskela, Erkki Harjula, Jussi ...