2019 IEEE Conference on Games (CoG) 2019
DOI: 10.1109/cig.2019.8847956
|View full text |Cite
|
Sign up to set email alerts
|

Level Graph – Incremental Procedural Generation of Indoor Levels using Minimum Spanning Trees

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
4
1

Citation Types

0
9
0
2

Year Published

2021
2021
2023
2023

Publication Types

Select...
3
3

Relationship

0
6

Authors

Journals

citations
Cited by 7 publications
(11 citation statements)
references
References 16 publications
0
9
0
2
Order By: Relevance
“…This challenge is directly related to our first design pillar, that designers should interact with our system by designing content. Many researchers [2], [5], [6], [13] have made contributions towards addressing this challenge. The work by Liapis et al [2] and Baldwin et al [6] are particularly relevant to our goals and inform our approach.…”
Section: B Mixed-initiative Approaches To Content Generationmentioning
confidence: 99%
See 2 more Smart Citations
“…This challenge is directly related to our first design pillar, that designers should interact with our system by designing content. Many researchers [2], [5], [6], [13] have made contributions towards addressing this challenge. The work by Liapis et al [2] and Baldwin et al [6] are particularly relevant to our goals and inform our approach.…”
Section: B Mixed-initiative Approaches To Content Generationmentioning
confidence: 99%
“…Despite the clear benefits of PCG algorithms, there are still a number of open challenges in the field. For example, the vast majority of PCG algorithms are highly problem specific, often designed for a single genre of game [9] or limited to specific geometries [13]. A frequently-cited limitation is the lack of control human designers have when generating content using PCG [5], [13].…”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation
“…O NE of the most tedious and mundane tasks in the 3D game development is the preparation of the 3D scenes for individual game levels [1], [2], [3]. Often these levels are similar to each other because they are a modified versions of a previous ones [1], [2], [3]. The scene content is typically composed of the background and adequately colored 3D models populating the given scene [1].…”
Section: Introductionmentioning
confidence: 99%
“…One of the ways to reduce the burden of the level design is to automate the process of scene content creation with procedural and machine learning (ML) methods [1], [2], [3], [4], [5], [6], [7], [8]. Besides the terrain creation which can be achieved separately, we can consider the automatic content creation process as a series of steps.…”
Section: Introductionmentioning
confidence: 99%