2019 IEEE Conference on Games (CoG) 2019
DOI: 10.1109/cig.2019.8848065
|View full text |Cite
|
Sign up to set email alerts
|

Taksim: A Constrained Graph Partitioning Framework for Procedural Content Generation

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2

Citation Types

0
2
0

Publication Types

Select...
2

Relationship

0
2

Authors

Journals

citations
Cited by 2 publications
(2 citation statements)
references
References 13 publications
0
2
0
Order By: Relevance
“…Thus, choosing and associating level design and narrative as two facets to explore within the holistic PCG approach is appropriated. This was presented and described by Kybartas and Bidarra's survey [195], and explored and supported by related work [193,[196][197][198][199][200]. Within the narrative facet and in most games, quests are an essential component.…”
Section: Holistic Procedural Content Generationmentioning
confidence: 98%
“…Thus, choosing and associating level design and narrative as two facets to explore within the holistic PCG approach is appropriated. This was presented and described by Kybartas and Bidarra's survey [195], and explored and supported by related work [193,[196][197][198][199][200]. Within the narrative facet and in most games, quests are an essential component.…”
Section: Holistic Procedural Content Generationmentioning
confidence: 98%
“…For instance, in [84] and [85], mechanics, graphics, and levels are generated together, although through different processes. Two facets that are commonly associated with each other are the narrative and level facet [64,[86][87][88]. This is due to the fact that space requires context to make sense of it, and narrative requires space to develop.…”
Section: Procedural Content Generationmentioning
confidence: 99%