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dc.contributor.authorPetrovas, Aurimas
dc.contributor.authorBaušys, Romualdas
dc.date.accessioned2023-09-18T16:13:27Z
dc.date.available2023-09-18T16:13:27Z
dc.date.issued2022
dc.identifier.other(SCOPUS_ID)85122870036
dc.identifier.urihttps://etalpykla.vilniustech.lt/handle/123456789/112461
dc.description.abstractThe demand for automated game development assistance tools can be fulfilled by computational creativity algorithms. The procedural generation is one of the topics for creative content development. The main procedural generation challenge for game level layout is how to create a diverse set of levels that could match a human-crafted game scene. Our game scene layouts are created randomly and then sculpted using a genetic algorithm. To address the issue of fitness calculation with conflicting criteria, we use weighted aggregated sum product assessment (WASPAS) in a single-valued neutrosophic set environment (SVNS) that models the indeterminacy with truth, intermediacy, and falsehood memberships. Results are presented as an encoded game object grid where each game object type has a specific function. The algorithm creates a diverse set of game scene layouts by combining game rules validation and aesthetic principles. It successfully creates functional aesthetic patterns without specifically defining the shapes of the combination of games’ objects.eng
dc.formatPDF
dc.format.extentp. 1-16
dc.format.mediumtekstas / txt
dc.language.isoeng
dc.relation.isreferencedbyScopus
dc.relation.isreferencedbyScience Citation Index Expanded (Web of Science)
dc.source.urihttps://doi.org/10.3390/app12020772
dc.titleProcedural video game scene generation by genetic and neutrosophic WASPAS algorithms
dc.typeStraipsnis Web of Science DB / Article in Web of Science DB
dcterms.accessRightsThis article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https:// creativecommons.org/licenses/by/ 4.0/).
dcterms.licenseCreative Commons – Attribution – 4.0 International
dcterms.references34
dc.type.pubtypeS1 - Straipsnis Web of Science DB / Web of Science DB article
dc.contributor.institutionVilniaus Gedimino technikos universitetas
dc.contributor.facultyFundamentinių mokslų fakultetas / Faculty of Fundamental Sciences
dc.subject.researchfieldT 007 - Informatikos inžinerija / Informatics engineering
dc.subject.studydirectionB04 - Informatikos inžinerija / Informatics engineering
dc.subject.vgtuprioritizedfieldsIK0303 - Dirbtinio intelekto ir sprendimų priėmimo sistemos / Artificial intelligence and decision support systems
dc.subject.ltspecializationsL106 - Transportas, logistika ir informacinės ir ryšių technologijos (IRT) / Transport, logistic and information and communication technologies
dc.subject.engenetic algorithm
dc.subject.enprocedural generation
dc.subject.engame scene
dc.subject.enmulticriteria decision making
dc.subject.enWASPAS-SVNS
dcterms.sourcetitleApplied sciences
dc.description.issueiss. 2
dc.description.volumevol. 12
dc.publisher.nameMDPI
dc.publisher.cityBasel
dc.identifier.doi2-s2.0-85122870036
dc.identifier.doi85122870036
dc.identifier.doi1
dc.identifier.doi133768784
dc.identifier.doi000746231700001
dc.identifier.doi10.3390/app12020772
dc.identifier.elaba117626488


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