| dc.contributor.author | Petrovas, Aurimas | |
| dc.contributor.author | Baušys, Romualdas | |
| dc.date.accessioned | 2023-09-18T16:13:27Z | |
| dc.date.available | 2023-09-18T16:13:27Z | |
| dc.date.issued | 2022 | |
| dc.identifier.other | (SCOPUS_ID)85122870036 | |
| dc.identifier.uri | https://etalpykla.vilniustech.lt/handle/123456789/112461 | |
| dc.description.abstract | The 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.format | PDF | |
| dc.format.extent | p. 1-16 | |
| dc.format.medium | tekstas / txt | |
| dc.language.iso | eng | |
| dc.relation.isreferencedby | Scopus | |
| dc.relation.isreferencedby | Science Citation Index Expanded (Web of Science) | |
| dc.source.uri | https://doi.org/10.3390/app12020772 | |
| dc.title | Procedural video game scene generation by genetic and neutrosophic WASPAS algorithms | |
| dc.type | Straipsnis Web of Science DB / Article in Web of Science DB | |
| dcterms.accessRights | This 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.license | Creative Commons – Attribution – 4.0 International | |
| dcterms.references | 34 | |
| dc.type.pubtype | S1 - Straipsnis Web of Science DB / Web of Science DB article | |
| dc.contributor.institution | Vilniaus Gedimino technikos universitetas | |
| dc.contributor.faculty | Fundamentinių mokslų fakultetas / Faculty of Fundamental Sciences | |
| dc.subject.researchfield | T 007 - Informatikos inžinerija / Informatics engineering | |
| dc.subject.studydirection | B04 - Informatikos inžinerija / Informatics engineering | |
| dc.subject.vgtuprioritizedfields | IK0303 - Dirbtinio intelekto ir sprendimų priėmimo sistemos / Artificial intelligence and decision support systems | |
| dc.subject.ltspecializations | L106 - Transportas, logistika ir informacinės ir ryšių technologijos (IRT) / Transport, logistic and information and communication technologies | |
| dc.subject.en | genetic algorithm | |
| dc.subject.en | procedural generation | |
| dc.subject.en | game scene | |
| dc.subject.en | multicriteria decision making | |
| dc.subject.en | WASPAS-SVNS | |
| dcterms.sourcetitle | Applied sciences | |
| dc.description.issue | iss. 2 | |
| dc.description.volume | vol. 12 | |
| dc.publisher.name | MDPI | |
| dc.publisher.city | Basel | |
| dc.identifier.doi | 2-s2.0-85122870036 | |
| dc.identifier.doi | 85122870036 | |
| dc.identifier.doi | 1 | |
| dc.identifier.doi | 133768784 | |
| dc.identifier.doi | 000746231700001 | |
| dc.identifier.doi | 10.3390/app12020772 | |
| dc.identifier.elaba | 117626488 | |