A system for orchestrating multiple procedurally generated content for different player profiles (2024)
- Authors:
- USP affiliated authors: TOLEDO, CLÁUDIO FABIANO MOTTA - ICMC ; PEREIRA, LEONARDO TORTORO - ICMC ; VIANA, BRENO MAURICIO DE FREITAS - ICMC
- Unidade: ICMC
- DOI: 10.1109/TG.2022.3213781
- Subjects: JOGOS DE COMPUTADOR; ALGORITMOS; ARQUITETURA DE SOFTWARE
- Keywords: Content Orchestration; Player Classification; Procedural Content Generation
- Agências de fomento:
- Language: Inglês
- Imprenta:
- Publisher place: Piscataway
- Date published: 2024
- Source:
- Título do periódico: IEEE Transactions on Games
- ISSN: 2475-1502
- Volume/Número/Paginação/Ano: v. 16, n. 1, p. 64-74, 2024
- Este periódico é de assinatura
- Este artigo NÃO é de acesso aberto
- Cor do Acesso Aberto: closed
-
ABNT
PEREIRA, Leonardo Tortoro e VIANA, Breno Mauricio de Freitas e TOLEDO, Claudio Fabiano Motta. A system for orchestrating multiple procedurally generated content for different player profiles. IEEE Transactions on Games, v. 16, n. 1, p. 64-74, 2024Tradução . . Disponível em: https://doi.org/10.1109/TG.2022.3213781. Acesso em: 04 jun. 2024. -
APA
Pereira, L. T., Viana, B. M. de F., & Toledo, C. F. M. (2024). A system for orchestrating multiple procedurally generated content for different player profiles. IEEE Transactions on Games, 16( 1), 64-74. doi:10.1109/TG.2022.3213781 -
NLM
Pereira LT, Viana BM de F, Toledo CFM. A system for orchestrating multiple procedurally generated content for different player profiles [Internet]. IEEE Transactions on Games. 2024 ; 16( 1): 64-74.[citado 2024 jun. 04 ] Available from: https://doi.org/10.1109/TG.2022.3213781 -
Vancouver
Pereira LT, Viana BM de F, Toledo CFM. A system for orchestrating multiple procedurally generated content for different player profiles [Internet]. IEEE Transactions on Games. 2024 ; 16( 1): 64-74.[citado 2024 jun. 04 ] Available from: https://doi.org/10.1109/TG.2022.3213781 - Feasible-infeasible two-population genetic algorithm to evolve dungeon levels with dependencies in barrier mechanics
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- Illuminating the space of enemies through MAP-Elites
- Adaptive generation of characters for tabletop role playing games
- Project Éden: platform for introductory programming concepts
- Procedural Generation of Dungeon Maps, Missions and Rooms
- Orchestrating and Adapting of Dungeon Levels, Locked-door Missions, and Enemies
- Arquitetura e desenvolvimento de um sistema de geração procedural de múltiplos conteúdos para jogos eletrônicos em tempo real
- Procedural generation of dungeons’ maps and locked-door missions through an evolutionary algorithm validated with players
- A hybrid multi-population genetic algorithm applied to solve the multi-level capacitated lot sizing problem with backlogging
Informações sobre o DOI: 10.1109/TG.2022.3213781 (Fonte: oaDOI API)
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