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Bachelor Thesis from the year 2016 in the subject Computer Sciences - Artificial Intelligence, grade: 90-93/100, , course: Games Programming, language: English, abstract: Procedural Content Generation (PCG) is a trending technique in content authoring for Independent Game Developers (IGD), recent success in games such as No Man's Sky has led developers to investigate this newly developed technology. Now more than ever, Game AI has to adapt to a changing environment and delivering a unique gaming experience on Run-Time. A selection of Ambient AI (AAI) Techniques is selected for identifying the…mehr

Produktbeschreibung
Bachelor Thesis from the year 2016 in the subject Computer Sciences - Artificial Intelligence, grade: 90-93/100, , course: Games Programming, language: English, abstract: Procedural Content Generation (PCG) is a trending technique in content authoring for Independent Game Developers (IGD), recent success in games such as No Man's Sky has led developers to investigate this newly developed technology. Now more than ever, Game AI has to adapt to a changing environment and delivering a unique gaming experience on Run-Time. A selection of Ambient AI (AAI) Techniques is selected for identifying the most suited technique for Procedural Games (PGS). In the selection process, a prototype of each AAI technique that illustrates its core concepts is simulated and tested in a semi - generated environment that resembles certain elements in a PE. Furthermore, each technique will be subject to testing sessions in order to evaluate the effectiveness of the approach of each technique based upon comparisons conducted between the simulations.

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