Procedural enemy generation through parallel evolutionary algorithm (2021)
- Authors:
- USP affiliated authors: TOLEDO, CLÁUDIO FABIANO MOTTA - ICMC ; PEREIRA, LEONARDO TORTORO - ICMC ; VIANA, BRENO MAURICIO DE FREITAS - ICMC
- Unidade: ICMC
- Subjects: ALGORITMOS GENÉTICOS; JOGOS DE COMPUTADOR; JOGADORES
- Keywords: enemy generation; procedural content generation; video games; parallel evolutionary algorithm
- Agências de fomento:
- Language: Inglês
- Imprenta:
- Publisher: SBC
- Publisher place: Porto Alegre
- Date published: 2021
- Source:
- Título: Proceedings
- ISSN: 2179-2259
- Conference titles: Brazilian Symposium on Computer Games and Digital Entertainment - SBGames
-
ABNT
PEREIRA, Leonardo Tortoro e VIANA, Breno Mauricio de Freitas e TOLEDO, Claudio Fabiano Motta. Procedural enemy generation through parallel evolutionary algorithm. 2021, Anais.. Porto Alegre: SBC, 2021. Disponível em: https://www.sbgames.org/proceedings2021/ComputacaoFull/217289.pdf. Acesso em: 05 out. 2024. -
APA
Pereira, L. T., Viana, B. M. de F., & Toledo, C. F. M. (2021). Procedural enemy generation through parallel evolutionary algorithm. In Proceedings. Porto Alegre: SBC. Recuperado de https://www.sbgames.org/proceedings2021/ComputacaoFull/217289.pdf -
NLM
Pereira LT, Viana BM de F, Toledo CFM. Procedural enemy generation through parallel evolutionary algorithm [Internet]. Proceedings. 2021 ;[citado 2024 out. 05 ] Available from: https://www.sbgames.org/proceedings2021/ComputacaoFull/217289.pdf -
Vancouver
Pereira LT, Viana BM de F, Toledo CFM. Procedural enemy generation through parallel evolutionary algorithm [Internet]. Proceedings. 2021 ;[citado 2024 out. 05 ] Available from: https://www.sbgames.org/proceedings2021/ComputacaoFull/217289.pdf - A system for orchestrating multiple procedurally generated content for different player profiles
- Illuminating the space of enemies through MAP-Elites
- Feasible-infeasible two-population genetic algorithm to evolve dungeon levels with dependencies in barrier mechanics
- Project Éden: platform for introductory programming concepts
- Procedural Generation of Dungeon Maps, Missions and Rooms
- Adaptive generation of characters for tabletop role playing games
- 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
- Tabu search to solve the synchronized and integrated two-level lot sizing and scheduling problem
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