Procedural content generation (PCG)---the algorithmic creation of game levels, terrain, quests, and rules---has evolved from a memory-saving trick into one of game development's most active research areas. This article presents a narrative review of the field's canonical line: Perlin's 1985 image synthesizer, the searc...
Zen Revista, 10 GAME· Zenodo (CERN European Organi...· 0 citations
Procedural content generation (PCG)---the algorithmic creation of game levels, terrain, quests, and rules---has evolved from a memory-saving trick into one of game development's most active research areas. This article presents a narrative review of the field's canonical line: Perlin's 1985 image synthesizer, the searc...
Zen Revista, 10 GAME· Zenodo (CERN European Organi...· 0 citations
Dialogue systems---the machinery that lets games and agents converse---moved from Weizenbaum's 1966 ELIZA through the narrative engines of Si's Thespian, Mateas and Stern's Facade, and Cavazza's character-based storytelling, and the virtual humans of Swartout and Traum, to Rieser and Lemon's data-driven methodology, Se...
Zen Revista, 10 GAME· Zenodo (CERN European Organi...· 0 citations
Dialogue systems---the machinery that lets games and agents converse---moved from Weizenbaum's 1966 ELIZA through the narrative engines of Si's Thespian, Mateas and Stern's Facade, and Cavazza's character-based storytelling, and the virtual humans of Swartout and Traum, to Rieser and Lemon's data-driven methodology, Se...
Zen Revista, 10 GAME· Zenodo (CERN European Organi...· 0 citations
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