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Application of Wave Function Collapse Algorithm for Procedural Content Generation in Video Games
dc.contributor.author | Ramos Boira, Adrián | |
dc.contributor.other | Chover Selles, Miguel | |
dc.contributor.other | Universitat Jaume I. Departament de Llenguatges i Sistemes Informàtics | |
dc.date.accessioned | 2023-06-14T07:39:32Z | |
dc.date.available | 2023-06-14T07:39:32Z | |
dc.date.issued | 2022-05-25 | |
dc.identifier.uri | http://hdl.handle.net/10234/202821 | |
dc.description | Treball final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2021/2022 | ca_CA |
dc.description.abstract | This document constitutes the project report of the Video Games Design and Development Degree final project by Adrián Ramos Boira. This work is related to the procedural generation of content using the Wave Function Collapse (WFC) algorithm. This algorithm is used to build an environment following a set of constraints that ensures features such as good playability, connectivity among different zones and an appealing style in the level construction without losing the randomness of the procedural creation. Furthermore, the environment built with the WFC algorithm will be included in a simple game, named World Fighters Coliseum, which we have used to demonstrate the functionality of all the generated content. On the other hand, in this project we are going to explore other functionalities of the algorithm applying and adapting it to AI, such as building an NPC’s behaviour structure in a procedural way. | ca_CA |
dc.format.extent | 89 p. | ca_CA |
dc.format.mimetype | application/pdf | ca_CA |
dc.language.iso | eng | ca_CA |
dc.publisher | Universitat Jaume I | ca_CA |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-sa/4.0/ | ca_CA |
dc.subject | Grau en Disseny i Desenvolupament de Videojocs | ca_CA |
dc.subject | Grado en Diseño y Desarrollo de Videojuegos | ca_CA |
dc.subject | Bachelor's Degree in Video Game Design and Development | ca_CA |
dc.title | Application of Wave Function Collapse Algorithm for Procedural Content Generation in Video Games | ca_CA |
dc.type | info:eu-repo/semantics/bachelorThesis | ca_CA |
dc.educationLevel | Estudios de Grado | ca_CA |
dc.rights.accessRights | info:eu-repo/semantics/openAccess | ca_CA |
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