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dc.contributor.authorGultopu, Utku
dc.date.accessioned2019-04-01T15:24:54Z
dc.date.available2019-04-01T15:24:54Z
dc.date.issued2019-04-01T15:24:54Z
dc.identifier.urihttp://hdl.handle.net/10222/75407
dc.description.abstractProcedural Content Generation (PCG) attempts to define an automated process for designing game content. Angry Birds represents a physics based game in which interesting game play comes from the challenge and/or fun associated with destroying structures using various types of ‘angry birds’. This thesis proposes and demonstrates an approach to automating the design of the structures using a database of source objects. The hypothesis is that the resulting structures will retain some properties that remind the game player of the original object, making it ‘fun’. On the other hand, these structures also tend to be more varied than those produced using current approaches to PCG for the Angry Birds game. The approach is demonstrated using a database of 20 images, resulting in content that we believe improves on the longevity and enjoyment of the game relative to current practice.en_US
dc.subjectimage processingen_US
dc.subjectangry birdsen_US
dc.subjectprocedural content generationen_US
dc.titleCONSTRUCTIVE PROCEDURAL CONTENT GENERATION USING IMAGE DATABASESen_US
dc.date.defence2019-02-28
dc.contributor.departmentFaculty of Computer Scienceen_US
dc.contributor.degreeMaster of Computer Scienceen_US
dc.contributor.external-examinern/aen_US
dc.contributor.graduate-coordinatorMichael McAllisteren_US
dc.contributor.thesis-readerAndrew McIntyreen_US
dc.contributor.thesis-readerNur Zincir Heywooden_US
dc.contributor.thesis-supervisorMalcolm Heywooden_US
dc.contributor.ethics-approvalNot Applicableen_US
dc.contributor.manuscriptsNot Applicableen_US
dc.contributor.copyright-releaseNot Applicableen_US
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