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September 22, 2020, 08:34:26 AM

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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Procedural resource dump
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gimymblert
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« Reply #420 on: April 06, 2020, 12:43:06 PM »

Ok this one isn't progen per see, but since you'll need to iterate huge list of data more than once:
https://www.forrestthewoods.com/blog/memory-bandwidth-napkin-math/
Memory Bandwidth Napkin Math
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gimymblert
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« Reply #421 on: April 22, 2020, 11:39:32 AM »

follow up to the list starting here:
https://forums.tigsource.com/index.php?topic=48415.msg1386904#msg1386904




The Story of Facade: The AI-Powered Interactive Drama | AI and Games
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BorisTheBrave
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« Reply #422 on: April 27, 2020, 12:16:05 PM »

Another tutorial by me, about the WFC algorithm.

https://www.boristhebrave.com/2020/04/13/wave-function-collapse-explained/
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JobLeonard
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« Reply #423 on: April 28, 2020, 12:16:29 AM »

Oooh, super-nice! Smiley
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gimymblert
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« Reply #424 on: May 27, 2020, 08:41:38 PM »

https://blogs.nvidia.com/blog/2020/05/22/gamegan-research-pacman-anniversary/
40 Years on, PAC-MAN Recreated with AI by NVIDIA Researchers
GameGAN, a generative adversarial network trained on 50,000 PAC-MAN episodes, produces a fully functional version of the dot-munching classic without an underlying game engine.
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gimymblert
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« Reply #425 on: June 05, 2020, 08:18:06 AM »




Face-to-Parameter Translation via Neural Network Renderer
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gimymblert
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« Reply #426 on: June 09, 2020, 11:27:27 AM »

https://www.youtube.com/playlist?list=PLRL3Z3lpLmH3PNGZuDNf2WXnLTHpN9hXy
3D World Generation (JavaScript)

https://www.reddit.com/r/proceduralgeneration/comments/gwr43v/gpubased_vector_field_generation_for_pathfinding/
GPU-based vector field generation for pathfinding over a 3D surface
« Last Edit: June 09, 2020, 11:43:23 AM by gimymblert » Logged

gimymblert
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« Reply #427 on: June 10, 2020, 08:00:41 AM »




Creating Lush Dynamic Procedural Foliage for Fable Legends (GDC 2016)
(never released)
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gimymblert
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« Reply #428 on: June 11, 2020, 07:15:58 PM »

http://www.gameaipro.com/
Welcome! It's all free!
All book chapters are free to download.
Enjoy!

-Steve Rabin, Series Editor
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gimymblert
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« Reply #429 on: June 26, 2020, 05:51:09 PM »




Forgotten Games: The Mystery of Entombed
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« Reply #430 on: June 27, 2020, 06:51:58 AM »

https://www.boristhebrave.com/2020/06/24/level-generation-in-slige/
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gimymblert
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« Reply #431 on: June 27, 2020, 08:40:15 AM »

borderline of the topic but:



Building Robots to Work in Human Spaces: 2020 ICRA Presentation

ATRIAS (academic precursor)
https://mime.oregonstate.edu/research/drl/publications/_documents/hubicki_2016.pdf

http://ames.caltech.edu/CDC_2014_dynamics_shaping.pdf
https://shishirny.github.io/pages/publications/conferences/hscc-2014_final.pdf
https://www.researchgate.net/profile/Kaveh_Akbari_Hamed/publication/265907397_Performance_Analysis_and_Feedback_Control_of_ATRIAS_A_Three-Dimensional_Bipedal_Robot/links/55ad66b908ae98e661a42bf8/Performance-Analysis-and-Feedback-Control-of-ATRIAS-A-Three-Dimensional-Bipedal-Robot.pdf
https://pdfs.semanticscholar.org/5cd1/377f3a86f08d50e670f12b2b441b79fe7fea.pdf
https://pdfs.semanticscholar.org/09c4/7e903d6c62ecb16b63018728c6ab456ef99e.pdf
https://www.cmu.edu/dynamic-walking/files/abstracts/Dadashzadeh_2013_DW.pdf
https://www.researchgate.net/publication/314601723_Spring-Mass_Walking_With_ATRIAS_in_3D_Robust_Gait_Control_Spanning_Zero_to_43_KPH_on_a_Heavily_Underactuated_Bipedal_Robot
https://static1.squarespace.com/static/5685a33005f8e23aa27901d3/t/5764f5b629687f6102a80c2d/1466234298556/Rezazadeh_etal_2015b.pdf
https://journals.sagepub.com/doi/10.1177/0278364916648388
https://pdfs.semanticscholar.org/36ad/51c454053fe6fedf05169847f0046d2c8ee2.pdf?_ga=2.64621359.1085047541.1593275811-461100662.1591288757


the amazing thing is that it's simply a spring mass model, the hard part is really mostly the hardware engineering to the necessary nimbleness to follow the model.
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gimymblert
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« Reply #432 on: September 04, 2020, 06:24:48 PM »




Software Engineering for Automated Game Design - IEEE CoG 2020 Talk
Quote
Automated game designers are AI systems capable of designing games. While the research field is still in its early days, one of the ultimate goals for the field is to build systems that can help people develop games, from the biggest AAA developer to someone learning and experimenting on their own. However, in order to do this we may need to build AI systems capable of reading code written by humans, which raises a number of new and interesting problems.

This talk introduces the idea of code-based automated game design, and gives a few examples of how programming decisions, both big and small, can change the way a game-designing AI understands and uses code.





Getting Started in Automated Game Design


https://www.youtube.com/watch?v=t0GOdWxidUI?
Procedural Generation & Information Games - IEEE CoG 2020 Talk
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gimymblert
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« Reply #433 on: September 09, 2020, 09:40:56 AM »




Stylized Texture Generator for Substance Painter in Action
« Last Edit: September 09, 2020, 09:47:20 AM by gimymblert » Logged

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