111-2 專題演講-112/03/31(五) 國立台灣科技大學資訊工程學系 戴文凱教授

主講人:國立台灣科技大學資訊工程學系 戴文凱教授
演講題目:Procedural Content Generation in Games
演講摘要:

PCG is a method of creating content algorithmically, typically through a combination of assets and algorithms. In computer games, it is used to automatically create large amounts of 2D/3D textures/models/animations, sounds/music, levels, quests, and gameplay content in a game.

In recent eight years, we have been combined with many AI approaches to develope techniques and/or products for gaming applications such as 1. Game Level Generation: Fighting, Cascading, Subway Hero Run, Biliard  Games, etc.,  2. Model Generations: Chinese Feature Buildings, Temples, etc., 3. Game Bots:  Chinese/Taiwan/Japanese Mahjohns, Big-Old Two, Texas Poker, Tien Len, Ludo, Rummy, etc., 4. Recognition: player patterns, behaviors, etc.
As gaming industry expected to keep growing,  with the extremely high replayability and adaptability in gameplay, PCG is essentail for gaming applications.

日期:112年03月31日
時間:1410~1600
地點:理工二館三樓工四講堂

註:
1.本演講採實體演講方式進行
2.本次活動可以認證跨域時數(報名網址),電機系請登記在原系所的報名表(認專業時數),其餘系所可認多元時數,活動時數將於一周內入戶。

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