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Full-Text Articles in Art and Design
Quantifiable Isovist And Graph-Based Measures For Automatic Evaluation Of Different Area Types In Virtual Terrain Generation, Andrew Pech, Chiou Peng Lam, Martin Masek
Quantifiable Isovist And Graph-Based Measures For Automatic Evaluation Of Different Area Types In Virtual Terrain Generation, Andrew Pech, Chiou Peng Lam, Martin Masek
Research outputs 2014 to 2021
© 2013 IEEE. This article describes a set of proposed measures for characterizing areas within a virtual terrain in terms of their attributes and their relationships with other areas for incorporating game designers' intent in gameplay requirement-based terrain generation. Examples of such gameplay elements include vantage point, strongholds, chokepoints and hidden areas. Our measures are constructed on characteristics of an isovist, that is, the volume of visible space at a local area and the connectivity of areas within the terrain. The calculation of these measures is detailed, in particular we introduce two new ways to accurately and efficiently calculate the …
Mobile Games With Intelligence: A Killer Application?, Philip Hingston, Clare Bates Congdon, Graham Kendall
Mobile Games With Intelligence: A Killer Application?, Philip Hingston, Clare Bates Congdon, Graham Kendall
Research outputs 2013
Mobile gaming is an arena full of innovation, with developers exploring new kinds of games, with new kinds of interaction between the mobile device, players, and the connected world that they live in and move through. The mobile gaming world is a perfect playground for AI and CI, generating a maelstrom of data for games that use adaptation, learning and smart content creation. In this paper, we explore this potential killer application for mobile intelligence. We propose combining small, light-weight AI/CI libraries with AI/CI services in the cloud for the heavy lifting. To make our ideas more concrete, we describe …