dc.contributor.author | Petrovas, Aurimas | |
dc.contributor.author | Baušys, Romualdas | |
dc.contributor.author | Zavadskas, Edmundas Kazimieras | |
dc.date.accessioned | 2023-09-18T16:39:25Z | |
dc.date.available | 2023-09-18T16:39:25Z | |
dc.date.issued | 2023 | |
dc.identifier.issn | 1841-9836 | |
dc.identifier.other | (crossref_id)148875749 | |
dc.identifier.uri | https://etalpykla.vilniustech.lt/handle/123456789/115478 | |
dc.description.abstract | The maintenance of visual appeal and coherence in the procedural game scene generation is still a difficult problem. Traditional procedural game scene generation algorithms produce samples that show a noticeable resemblance to each other. The proposed algorithm allows us to add diverse game object compositions and increase creativity value in that way. Result diversity is formed by the proposed genetic algorithm modification and MCDM method based on the fitness function. Video game immersion is reached by aesthetic game element pattern composition, and one of the solutions for this issue is to apply automated aesthetic modelling of the generated game levels. In this research, the construction of fitness function was extended by the modelling of aesthetic principles, which were reverse-engineered from Gestalt principles. All rules were implemented by construction of a focal function with a square zone for each matrix cell of the single game scene. Five types of Gestalt rules were modelled and combined into a Pythagorean neutrosophic WASPAS method and the final score calculation algorithm was proposed. The proposed approach to generating game scenes strikes a balance between functionality and aesthetics to provide players with an engaging and immersive gaming experience. | eng |
dc.format | PDF | |
dc.format.extent | p. 1-20 | |
dc.format.medium | tekstas / txt | |
dc.language.iso | eng | |
dc.relation.isreferencedby | Science Citation Index Expanded (Web of Science) | |
dc.relation.isreferencedby | Scopus | |
dc.relation.isreferencedby | DOAJ | |
dc.relation.isreferencedby | DBLP | |
dc.rights | Laisvai prieinamas internete | |
dc.source.uri | https://univagora.ro/jour/index.php/ijccc/article/view/5475/1925 | |
dc.source.uri | https://talpykla.elaba.lt/elaba-fedora/objects/elaba:170514338/datastreams/MAIN/content | |
dc.title | Gestalt principles governed fitness function for genetic pythagorean neutrosophic WASPAS game scene generation | |
dc.title.alternative | Geštalto principais valdoma fitneso funkcija genetiniam Pitagoro neutrosofiniam WASPAS žaidimų scenos generuotoriui | |
dc.type | Straipsnis Web of Science DB / Article in Web of Science DB | |
dcterms.accessRights | This is an open access article distributed under the terms and conditions of the Creative Commons Attribution-NonCommercial 4.0 International License. | |
dcterms.license | Creative Commons – Attribution – NonCommercial – 4.0 International | |
dcterms.references | 41 | |
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.contributor.faculty | Statybos fakultetas / Faculty of Civil Engineering | |
dc.contributor.department | Tvariosios statybos institutas / Institute of Sustainable Construction | |
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 | L103 - Įtrauki ir kūrybinga visuomenė / Inclusive and creative society | |
dc.subject.lt | Geštalto principai | |
dc.subject.lt | MCDM | |
dc.subject.lt | genetiniai algoritmai | |
dc.subject.lt | procedūrinis generavimas | |
dc.subject.lt | vaizdo žaidimai | |
dc.subject.en | Gestalt principles | |
dc.subject.en | MCDM | |
dc.subject.en | genetic algorithm | |
dc.subject.en | procedural generation | |
dc.subject.en | video game | |
dcterms.sourcetitle | International journal of computers communications & control (IJCCC) | |
dc.description.issue | iss. 4 | |
dc.description.volume | vol. 18 | |
dc.publisher.name | Agora University | |
dc.publisher.city | Oradea | |
dc.identifier.doi | 148875749 | |
dc.identifier.doi | 001019345800004 | |
dc.identifier.doi | 10.15837/ijccc.2023.4.5475 | |
dc.identifier.elaba | 170514338 | |