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Interactive Self-Assembling Agent Ensembles
Zitieren Sie bitte immer diese URN: urn:nbn:de:bvb:20-opus-246032
- In this paper, we bridge the gap between procedural content generation (PCG) and user-generated content (UGC) by proposing and demonstrating an interactive agent-based model of self-assembling ensembles that can be directed though user input. We motivate these efforts by considering the opportunities technology provides to pursue game designs based on according game design frameworks. We present three different use cases of the proposed model that emphasize its potential to (1) self-assemble into predefined 3D graphical assets, (2) define newIn this paper, we bridge the gap between procedural content generation (PCG) and user-generated content (UGC) by proposing and demonstrating an interactive agent-based model of self-assembling ensembles that can be directed though user input. We motivate these efforts by considering the opportunities technology provides to pursue game designs based on according game design frameworks. We present three different use cases of the proposed model that emphasize its potential to (1) self-assemble into predefined 3D graphical assets, (2) define new structures in the context of virtual environments by self-assembling layers on the surfaces of arbitrary 3D objects, and (3) allow novel structures to self-assemble only considering the model’s configuration and no external dependencies. To address the performance restrictions in computer games, we realized the prototypical model implementation by means of an efficient entity component system (ECS). We conclude the paper with an outlook on future steps to further explore novel interactive, dynamic PCG mechanics and to ensure their efficiency.…
Autor(en): | Samuel Truman, Sebastian von Mammen |
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URN: | urn:nbn:de:bvb:20-opus-246032 |
Dokumentart: | Konferenzveröffentlichung |
Institute der Universität: | Fakultät für Mathematik und Informatik / Institut für Informatik |
Sprache der Veröffentlichung: | Englisch |
Titel des übergeordneten Werkes / der Zeitschrift (Englisch): | Proceedings of the 1st Games Technology Summit |
Erscheinungsjahr: | 2021 |
Seitenangabe: | 29-36 |
Originalveröffentlichung / Quelle: | von Mammen, Sebastian; Klemke, Roland; Lorber, Martin: Proceedings of the 1st Games Technology Summit : part of Clash of Realities 11th International Conference on the Technology and Theory of Digital Games. - Würzburg, 2021. - DOI: 10.25972/OPUS-24577 |
Allgemeine fachliche Zuordnung (DDC-Klassifikation): | 0 Informatik, Informationswissenschaft, allgemeine Werke / 00 Informatik, Wissen, Systeme / 004 Datenverarbeitung; Informatik |
Freie Schlagwort(e): | agent-based models; game mechanics; procedural content generation; self-assembly; user-generated content |
Fachklassifikation Informatik (CCS): | D. Software |
Datum der Freischaltung: | 30.09.2021 |
Lizenz (Deutsch): | CC BY: Creative-Commons-Lizenz: Namensnennung 4.0 International |