Modern Trends in the Automatic Generation of Content for Video Games
Serdica Journal of Computing (2016)
- Volume: 10, Issue: 2, page 133-166
- ISSN: 1312-6555
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topBontchev, Boyan. "Modern Trends in the Automatic Generation of Content for Video Games." Serdica Journal of Computing 10.2 (2016): 133-166. <http://eudml.org/doc/289539>.
@article{Bontchev2016,
abstract = {Attractive and realistic content has always played a crucial
role in the penetration and popularity of digital games, virtual
environments, and other multimedia applications. Procedural content
generation enables the automatization of production of any type of game
content including not only landscapes and narratives but also game
mechanics and generation of whole games. The article offers a
comparative analysis of the approaches to automatic generation of
content for video games proposed in last five years. It suggests a new
typology of the use of procedurally generated game content comprising of
categories structured in three groups: content nature, generation process,
and game dependence. Together with two other taxonomies – one of
content type and the other of methods for content generation – this
typology is used for comparing and discussing some specific approaches to
procedural content generation in three promising research directions
based on applying personalization and adaptation, descriptive languages,
and semantic specifications.},
author = {Bontchev, Boyan},
journal = {Serdica Journal of Computing},
keywords = {Video Games; Content Generation; Descriptive; Personalization; Semantics},
language = {eng},
number = {2},
pages = {133-166},
publisher = {Institute of Mathematics and Informatics Bulgarian Academy of Sciences},
title = {Modern Trends in the Automatic Generation of Content for Video Games},
url = {http://eudml.org/doc/289539},
volume = {10},
year = {2016},
}
TY - JOUR
AU - Bontchev, Boyan
TI - Modern Trends in the Automatic Generation of Content for Video Games
JO - Serdica Journal of Computing
PY - 2016
PB - Institute of Mathematics and Informatics Bulgarian Academy of Sciences
VL - 10
IS - 2
SP - 133
EP - 166
AB - Attractive and realistic content has always played a crucial
role in the penetration and popularity of digital games, virtual
environments, and other multimedia applications. Procedural content
generation enables the automatization of production of any type of game
content including not only landscapes and narratives but also game
mechanics and generation of whole games. The article offers a
comparative analysis of the approaches to automatic generation of
content for video games proposed in last five years. It suggests a new
typology of the use of procedurally generated game content comprising of
categories structured in three groups: content nature, generation process,
and game dependence. Together with two other taxonomies – one of
content type and the other of methods for content generation – this
typology is used for comparing and discussing some specific approaches to
procedural content generation in three promising research directions
based on applying personalization and adaptation, descriptive languages,
and semantic specifications.
LA - eng
KW - Video Games; Content Generation; Descriptive; Personalization; Semantics
UR - http://eudml.org/doc/289539
ER -
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