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» Procedural Level Design for Platform Games
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FDL
2006
IEEE
13 years 11 months ago
Layered UML Workload and SystemC Platform Models
Future mobile devices will be based on heterogeneous multiprocessing platforms accommodating several currently stand-alone applications. Increasing complexity of both application ...
Jari Kreku, Yang Qu, Juha-Pekka Soininen, Kari Tie...
EVOW
2011
Springer
12 years 9 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...
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...
IPPS
2002
IEEE
13 years 10 months ago
System-Level Analysis for MPEG-4 Decoding on a Multi-Processor Architecture
The convergence of TV and new features such as Internet and games, requires a generic media-processing platform, that enables simultaneous execution of very diverse tasks, ranging...
Egbert G. T. Jaspers, Erik B. van der Tol, Peter H...
TCIAIG
2010
13 years 14 days ago
Modeling Player Experience for Content Creation
In this paper, we use computational intelligence techniques to built quantitative models of player experience for a platform game. The models accurately predict certain key affecti...
Christopher Pedersen, Julian Togelius, Georgios N....