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Game Environment Design Creator Usin...
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Auxtero, Andre Linard Santos,
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Game Environment Design Creator Using Artificial Intelligence Procedural Generation /
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Game Environment Design Creator Using Artificial Intelligence Procedural Generation // Andre Linard Santos Auxtero.
作者:
Auxtero, Andre Linard Santos,
面頁冊數:
1 electronic resource (98 pages)
附註:
Source: Masters Abstracts International, Volume: 86-02.
Contained By:
Masters Abstracts International86-02.
標題:
Computer & video games. -
電子資源:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=31213400
ISBN:
9798383892855
Game Environment Design Creator Using Artificial Intelligence Procedural Generation /
Auxtero, Andre Linard Santos,
Game Environment Design Creator Using Artificial Intelligence Procedural Generation /
Andre Linard Santos Auxtero. - 1 electronic resource (98 pages)
Source: Masters Abstracts International, Volume: 86-02.
Automatic generation is a prevalent technique in video games, applied to various elements like map design, character creation and level complexity. The current emergence of Artificial Intelligence (AI), such as Chat GPT and Large Language Models (LLM), has revolutionized problem solving in multiple domains, leading to the emerging of courses dedicated to mastering prompt based AI. This thesis investigates into the application of Artificial Intelligence, specifically LLM, to implement automatic environment generation within a system for interactive story creation in a video game format. The primary objective is to develop an intuitive system that allows users to effortlessly, create and experience different stories without requiring prior gaming or programming knowledge. This is achieved by simplifying complex game and story creation tasks, particularly, environment design, using an algorithm that automates the initial process while still allowing the user customization. This thesis explores multiple methods of Automatic Generation, drawing inspiration from Procedural Generation algorithms and Artificial Intelligence. Additionally, investigates multiple gaming related concepts, including Realistic and Semi- Realistic/Unrealistic design and the exploration of OpenWorld and Modular Architecture game formats. The target audience are the individuals interested in creating andpresenting their narratives in a video game framework. While the primary focus is on adventure games due to their tendency for structured storytelling, the system's versatility also allows for the creation of narratives including different genres, including educational narratives and re imaginings of well-known tales. The final prototype is a comprehensive system that uses LLM to automatically generate customizable environments. Stories can be experienced in a 3D point and click, topdown view, and the system is able to create diverse narratives, including a pizza restaurant story line and a re-creation of a segment from the game "The Secret of Monkey Island". This thesis exemplifies the potential of AI driven automatic generation, more specifically with AI-powered generative language models to facilitate accessible and imaginative storytelling in the realm of video games.
English
ISBN: 9798383892855Subjects--Topical Terms:
3548317
Computer & video games.
Game Environment Design Creator Using Artificial Intelligence Procedural Generation /
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Automatic generation is a prevalent technique in video games, applied to various elements like map design, character creation and level complexity. The current emergence of Artificial Intelligence (AI), such as Chat GPT and Large Language Models (LLM), has revolutionized problem solving in multiple domains, leading to the emerging of courses dedicated to mastering prompt based AI. This thesis investigates into the application of Artificial Intelligence, specifically LLM, to implement automatic environment generation within a system for interactive story creation in a video game format. The primary objective is to develop an intuitive system that allows users to effortlessly, create and experience different stories without requiring prior gaming or programming knowledge. This is achieved by simplifying complex game and story creation tasks, particularly, environment design, using an algorithm that automates the initial process while still allowing the user customization. This thesis explores multiple methods of Automatic Generation, drawing inspiration from Procedural Generation algorithms and Artificial Intelligence. Additionally, investigates multiple gaming related concepts, including Realistic and Semi- Realistic/Unrealistic design and the exploration of OpenWorld and Modular Architecture game formats. The target audience are the individuals interested in creating andpresenting their narratives in a video game framework. While the primary focus is on adventure games due to their tendency for structured storytelling, the system's versatility also allows for the creation of narratives including different genres, including educational narratives and re imaginings of well-known tales. The final prototype is a comprehensive system that uses LLM to automatically generate customizable environments. Stories can be experienced in a 3D point and click, topdown view, and the system is able to create diverse narratives, including a pizza restaurant story line and a re-creation of a segment from the game "The Secret of Monkey Island". This thesis exemplifies the potential of AI driven automatic generation, more specifically with AI-powered generative language models to facilitate accessible and imaginative storytelling in the realm of video games.
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A geracao automatica e uma tecnica prevalente em videojogos, aplicada a varios elementos, como o design de cenarios, a criacao de personagem e a dificuldade dos niveis. O surgimento da Inteligencia Artificial, o Chat GPT ou Large Language Models (LLM), revolucionou a resolucao de problemas em diversas areas. Comecam a surgir cursos dedicados a dominar o prompting necessario para utilizar estes modelos. Esta tese explora a aplicacao da Inteligencia Artificial, especificamente LLM, para implementar a geracao automatica de cenarios dentro de um sistema projetado para contar historias interativas num formato de videojogo. O principal objetivo e desenvolver um sistema intuitivo que permita aos utilizadores cirar e experienciar estorias diversas sem exigir conhecimentos previos na area de jogos ou programacao. Isto e alcancado atraves da simplificacao de tarefas complexas de criacao de jogos e historias, nomeadamente o design do cenario, por meio de um algoritmo que automatiza esse processo, ao mesmo tempo que permite ser customizavel pelo utilizador. A tese explora multiplos metodos de Geracao Automatica, inspirando-se em algoritmos de Geracao Procedimental e Inteligencia Artificial. Alem disso, investiga diversos conceitos relacionados com jogos, incluindo abordagens de design Realistas e Semi-Realistas/Irrealistas e a exploracao de formatos de jogos em Arquitetura de Mundo Aberto e Modular. O publico-alvo e composto por individuos interessados em criar e apresentar as suas narrativas num contexto de videojogo. Embora o foco principal seja jogos de aventura devido a sua tendencia para contar estorias bem estruturadas, a versatibilidade do sistema permite a criacao de estorias de diferentes generos, incluindo narrativas educativas e reinterpretacoes de contos conhecidos. O prototipo final e um sistema abrangente que usa LLM para gerar automaticamente cenarios, permitindo ajustes pelo utilizador. As estorias podem ser vivenciadas numa perspetiva 3D point and click, em vista topdown e o sistema e capaz de criar narrativas diversas, incluindo uma historia num restaurante de pizzas e uma recriacao de um segmento do jogo "The Secret of Monkey Island". Esta tese exemplifica o potencial da geracao automatica impusionada por modelos linguisticos generativos por IA, para facilitar a criacao de estorias no dominio dos videojogos.
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