Academic literature on the topic 'Procedurl generation'

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Journal articles on the topic "Procedurl generation"

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Lee, Ronald M. "Automated generation of electronic procedures: procedure constraint grammars." Decision Support Systems 33, no. 3 (July 2002): 291–308. http://dx.doi.org/10.1016/s0167-9236(02)00017-9.

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Agarwal, Shubham, and Abhimanyu Bhatter. "Automated Software Test Data Generation Using Improved Search Procedure." Lecture Notes on Software Engineering 3, no. 2 (2015): 152–56. http://dx.doi.org/10.7763/lnse.2015.v3.181.

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Polovikova, O. N., V. V. Shiryaev, N. M. Oskorbin, and L. L. Smolyakova. "Features of Software Implementation of Logical Tasks in Prolog." Izvestiya of Altai State University, no. 1(117) (March 17, 2021): 116–20. http://dx.doi.org/10.14258/izvasu(2021)1-20.

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One of the promising areas for using Prolog-systems is to solve logical tasks. This study outlines a solution approach based on the state generation procedure and the verification procedure. A solution to a logical task is presented, which demonstrates in practice the proposed approach and method of specifying a procedure for generating states. In the proposed example, a bit chain is generated that defines the code of a particular letter in the solution of the applied problem. Building a solution by means of code generation with verification allows not storing in the knowledge base a binary tree of all possible codes. The process of generating new states can be associated with the training of the program, with the dynamic formation of the knowledge base. The approach is based on the capabilities of software environments for adding facts and rules to existing ones, which were obtained as the results of the program or its stages. In this case, the entire program is the generating rule. An analysis of the constructed and tested procedures for the dynamic generation of states and the generation of facts allows us to talk about the applicability of such a solution for certain applied problems.
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Cannizzo, Alejandro, and Esmitt Ramírez. "Towards Procedural Map and Character Generation for the MOBA Game Genre." Ingeniería y Ciencia 11, no. 22 (July 31, 2015): 95–119. http://dx.doi.org/10.17230/ingciencia.11.22.5.

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In this paper, we present an approach to create assets using proceduralalgorithms in maps generation and dynamic adaptation of characters for a MOBA video game, preserving the balancing feature to players. Maps arecreated based on offering equal chances of winning or losing for both teams. Also, a character adaptation system is developed which allows changing the attributes of players in real-time according to their behaviour, always maintaining the game balanced. Our tests show the effectiveness of the proposed algorithms to establish the adequate values in a MOBA videogame.
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Ade, Nilesh, Noor Quddus, Trent Parker, and S. Camille Peres. "ProBot – A Procedure Chatbot for Digital Procedural Adherence." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 64, no. 1 (December 2020): 224–28. http://dx.doi.org/10.1177/1071181320641054.

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One of the major implications of Industry 4.0 will be the application of digital procedures in process industries. Digital procedures are procedures that are accessed through a smart gadget such as a tablet or a phone. However, like paper-based procedures their usability is limited by their access. The issue of accessibility is magnified in tasks such as loading a hopper car with plastic pellets wherein the operators typically place the procedure at a safe distance from the worksite. This drawback can be tackled in the case of digital procedures using artificial intelligence-based voice enabled conversational agent (chatbot). As a part of this study, we have developed a chatbot for assisting digital procedure adherence. The chatbot is trained using the possible set of queries from the operator and text from the digital procedures through deep learning and provides responses using natural language generation. The testing of the chatbot is performed using a simulated conversation with an operator performing the task of loading a hopper car.
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Conti, Sergio, Massimo Moltrasio, Gaetano Fassini, Fabrizio Tundo, Stefania Riva, Antonio Dello Russo, Michela Casella, et al. "Comparison between First- and Second-Generation Cryoballoon for Paroxysmal Atrial Fibrillation Ablation." Cardiology Research and Practice 2016 (2016): 1–5. http://dx.doi.org/10.1155/2016/5106127.

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Introduction. Cryoballoon (CB) ablation has emerged as a novel treatment for pulmonary vein isolation (PVI) for patients with paroxysmal atrial fibrillation (PAF). The second-generation Arctic Front Advance (ADV) was redesigned with technical modifications aiming at procedural and outcome improvements. We aimed to compare the efficacy of the two different technologies over a long-term follow-up.Methods. A total of 120 patients with PAF were enrolled. Sixty patients underwent PVI using the first-generation CB and 60 patients with the ADV catheter. All patients were evaluated over a follow-up period of 2 years.Results. There were no significant differences between the two groups of patients. Procedures performed with the first-generation CB showed longer fluoroscopy time (36.3±16.8versus14.2±13.5 min, resp.;p=0.00016) and longer procedure times as well (153.1±32versus102±24.8 min, resp.;p=0.019). The overall long-term success was significantly different between the two groups (68.3 versus 86.7%, resp.;p=0.017). No differences were found in the lesion areas of left and right PV between the two groups (resp.,p=0.61and0.57). There were no significant differences in procedural-related complications.Conclusion. The ADV catheter compared to the first-generation balloon allows obtaining a significantly higher success rate after a single PVI procedure during the long-term follow-up. Fluoroscopy and procedural times were significantly shortened using the ADV catheter.
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Hollnagel, Erik, Yuji Niwa, and Mark Green. "Computerised Procedure Generation." IFAC Proceedings Volumes 31, no. 26 (September 1998): 359–64. http://dx.doi.org/10.1016/s1474-6670(17)40119-4.

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Zacher, Hannes. "Using Lifespan Developmental Theory and Methods as a Viable Alternative to the Study of Generational Differences at Work." Industrial and Organizational Psychology 8, no. 3 (September 2015): 342–46. http://dx.doi.org/10.1017/iop.2015.47.

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I agree with Costanza and Finkelstein (2015) that it is futile to further invest in the study of generational differences in the work context due to a lack of appropriate theory and methods. The key problem with the generations concept is that splitting continuous variables such as age or time into a few discrete units involves arbitrary cutoffs and atheoretical groupings of individuals (e.g., stating that all people born between the early 1960s and early 1980s belong to Generation X). As noted by methodologists, this procedure leads to a loss of information about individuals and reduced statistical power (MacCallum, Zhang, Preacher, & Rucker, 2002). Due to these conceptual and methodological limitations, I regard it as very difficult if not impossible to develop a “comprehensive theory of generations” (Costanza & Finkelstein, p. 20) and to rigorously examine generational differences at work in empirical studies.
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Davis, Santia M., Shahram Sarkani, and Thomas Mazzuchi. "A Systematic Approach to Identifying Engineering Generational Knowledge Transfer Boundaries." Journal of Information & Knowledge Management 11, no. 03 (September 2012): 1250015. http://dx.doi.org/10.1142/s0219649212500153.

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As organisations evaluate increasing retirement rates coupled with the rate of entering engineers, there is a need to address the presence of generational knowledge transfer boundaries. These unidentified boundaries impede the strategic transfer of engineering and architectural knowledge (STEAK) required for continued engineering growth. Using an interdisciplinary approach to define the engineering generational knowledge transfer boundaries provided useful knowledge sharing characteristics and procedures which all generations and disciplines can utilise. This research study provided a level of insight not previously explored and presented a model that can be used to evaluate how organisations will react to and leverage the knowledge across generations. Specifically, this study helps close the generational knowledge transfer boundary research gap with proper identification of the engineering generational knowledge transfer boundaries. This will allow management to propose strategies to attract and retain the next generation of knowledge workers. The article discusses these findings in detail and summarises the results in a proposed STEAK model and framework.
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Shih, Neng-Yih, and Hsing-Chung Chen. "An approach for selecting candidates in soft-handover procedure using multi-generating procedure and second grey relational analysis." Computer Science and Information Systems 11, no. 3 (2014): 1173–90. http://dx.doi.org/10.2298/csis130930071s.

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The objective of this paper is to develop a decision-making approach for selecting candidates in soft-handover procedure in 3th or 4th generation mobile communication through grey relational analysis of the series similarity and approximation. The multi-generating and second grey relational analysis procedure is applied to select candidates in soft-handover procedure with considerations of the velocity and acceleration similarity of multi-generating data. The validation of computer simulation models illustrate how the approach can be applied in candidates selection in soft-handover, and obtain the best results of feasibility and effectiveness for user equipment (UE) in 3th or 4th generation mobile communications. Moreover, the approach could be easily applied to soft-handover procedure for the mobile communication systems. In this proposed approach is performed to select the candidate target cells by UE instead of eNodeB. It could provide a first solution to choose the candidate target cells through comparing multiple measured data for candidate-selecting with the target communication cell.
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Dissertations / Theses on the topic "Procedurl generation"

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Öberg, Christian. "Möblering med Procedurell Generering : Furnishing with Procedural Generation." Thesis, Linnaeus University, School of Computer Science, Physics and Mathematics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-5952.

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I spelutveckling finns det idag två sätt för utvecklare att skapa digitalt innehåll.Manuellt av en person eller automatiskt av ett program där ekvationer istället kanbeskriver innehållet och generera det vid behov.Att låta ett program generera digitalt innehåll kallas Procedural Content Generation(PCG) och används i grafiska applikationer, dataspel, simulatorer ochonlineapplikationer.I detta arbete, gjort för Linnéuniversitetet, utvecklas ett sätt att möblera ett virtuelltrum genom att bruka konceptet för PCG. Genereringsalgoritm som utvecklats ärregelbaserad och med denna lösning kan ett eller flera virtuella rum möbleras utan attinnehållet i rummen behöver sparas.I spelutveckling finns det idag två sätt för utvecklare att skapa digitalt innehåll.Manuellt av en person eller automatiskt av ett program där ekvationer istället kanbeskriver innehållet och generera det vid behov.Att låta ett program generera digitalt innehåll kallas Procedural Content Generation(PCG) och används i grafiska applikationer, dataspel, simulatorer ochonlineapplikationer.I detta arbete, gjort för Linnéuniversitetet, utvecklas ett sätt att möblera ett virtuelltrum genom att bruka konceptet för PCG. Genereringsalgoritm som utvecklats ärregelbaserad och med denna lösning kan ett eller flera virtuella rum möbleras utan attinnehållet i rummen behöver sparas.

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Jansson, Björn. "Procedural Generation in Gravel." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-107593.

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This thesis is concerned with  procedural generation in a genre of games where it is not very common; 2D  physics-based  puzzle  games.  I  will  explore which  different  methods  of  procedural  generation that  will  work  with  this  kind  of  game,  if  any.  If there  is  an  easy  way  to  implement  procedural generation  it  could cut down on the game designers work  load  significantly,  which  would  allow  more content to be produced at a higher pace.
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Tråvén, Sandra. "Procedural world generator for platform games." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139020.

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Creating big games with a lot of content takes time. When it comes to designing levels, two time consuming tasks are creating the content for the levels and placing it in interesting ways. The placing of the content can be done procedurally and is called level generation. By using level generation, the designers need to spend less time working on the levels and if the level generation can be used at run time to create new levels it can also greatly increase the replayability of the game. This thesis is about creating a generator that places platforms and obstacles in an interesting and challenging way which can be affected by parameters that can be set by a level designer. The generator should be fast enough to be used while the game is running and the result should be reproducible. The method used has a strong focus on gameplay and the feeling of flow when playing. It generates what the player should press in the form of a rhythm for the hands. Each press represents the use of one of the character’s abilities which are then converted into appropriate placing of platforms and obstacles that would make the player use the same ability when she plays. The generator can create rooms of arbitrary size with varied difficulty. The chance of certain abilities being used and certain obstacles appearing can be controlled.
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Maung, David. "Tile-based Method for Procedural Content Generation." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461077485.

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Classon, Johan, and Viktor Andersson. "Procedural Generation of Levels with Controllable Difficulty for a Platform Game Using a Genetic Algorithm." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-129801.

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This thesis describes the implementation and evaluation of a genetic algorithm (GA) for procedurally generating levels with controllable difficulty for a motion-based 2D platform game. Manually creating content can be time-consuming, and it may be desirable to automate this process with an algorithm, using Procedural Content Generation (PCG). An algorithm was implemented and then refined with an iterative method by conducting user tests. The resulting algorithm is considered a success and shows that using GA's for this kind of PCG is viable. An algorithm able to control difficulty of its output was achieved, but more refinement could be made with further user tests. Using a GA for this purpose, one should find elements that affect difficulty, incorporate these in the fitness function, and test generated content to ensure that the fitness function correctly evaluates solutions with regard to the desired output.
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Gasch, García Cristina. "Procedural Generation of Natural Environments." Doctoral thesis, Universitat Jaume I, 2021. http://hdl.handle.net/10803/671254.

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The video games, simulators and virtual reality industry increasingly demands more complex and realistic natural environments, which makes manual generation difficult. To solve it, procedural techniques have been developed, but the lack of control of the result is a problem. In addition, these environments need real-time visualization techniques that allow managing the result. The main objective of this thesis is to present several methods to control the result of procedural generation and improve its visualization. On the one hand, a noise-based procedural terrain generation method is presented, which allows the result to be controlled by height restrictions. In addition, an automatic method of distribution of plant elements is introduced that respects their biological restrictions. Finally, a multiresolution model is presented that allows real-time visualization of the environment. The model includes a foliage simplification technique based on mutual information between points of view.
La industria de los videojuegos, simuladores y realidad virtual cada vez demanda entornos naturales más complejos y realistas, lo que dificulta la generación manual. Para resolverlo, se han desarrollado técnicas procedurales, pero la falta de control del resultado es un problema. Además, estos entornos necesitan técnicas de visualización en tiempo real que permitan manejar el resultado. El principal objetivo de esta tesis es presentar varios métodos para controlar el resultado de la generación procedimental y mejorar su visualización. Por un lado, se presenta un método de generación de terrenos procedimental basado en ruido, que permite controlar el resultado mediante restricciones de altura. Además, se introduce un método automático de distribución de elementos vegetales que respeta sus restricciones biológicas. Finalmente, se presenta un modelo multirresolución que permite la visualización en tiempo real del entorno. El modelo incluye una técnica de simplificación de follaje basada en información mutua entre puntos de vista.
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Täljsten, David. "Exploring procedural generation of buildings." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20639.

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This thesis explores the procedural generation of 3D buildings from the floor plan all the way to the fa¸cade and building’s details such as doors, windows, and roof. Through this, the study explores several techniques and approaches to create different layers of the building generation pipeline. The focus is on implementing a set of algorithms that, when running sequentially, are able to create complete 3D buildings in a short time (so they can be used in online generation), could be used in any open-world game, and with a limited count of triangles per building. Furthermore, the tool provides a clear and easy-to-use interface for designers in Unity, where they can interact with the multiple parameters of each building layer, giving designers a high degree of controllability. The tool is evaluated using the resulting buildings based on different metrics and how individual changes to different parameter starting from a template affect the output of the generator in terms of the metrics and the resulting building. The result from the analysis show that the polygon mathematics is well suited for generating 3D buildings for games.
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Roberts, Jonathan Ralph. "Learning-based procedural content generation." Thesis, University of Manchester, 2014. https://www.research.manchester.ac.uk/portal/en/theses/learningbased-procedural-content-generation(1af8d23d-8ceb-416b-b4ba-d7a2970b47ef).html.

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Procedural Content Generation (PCG) has become one of the hottest topics in Computational Intelligence and Artificial Intelligence (AI) game research in the past few years. PCG is the process of automatically creating content for video games, rather than by hand, and can offer great benefits for video games companies by helping to bring costs down and quality up. By guiding the process with AI it can be enhanced further and even be made to personalize content for target players. Among the current research into PCG, search-based approaches overwhelmingly dominate. While search-based algorithms have been shown to have great promise and produce several success stories there are a number of open challenges remaining. In this thesis, we present the Learning-Based Procedural Content Generation (LBPCG) framework, which is an alternative, novel approach designed to address some of these challenges. The major difference between the LBPCG framework and contemporary approaches is that the LBPCG is designed to learn about the problem space, freeing itself from the necessity for hard-coded information by the game developers. In this thesis we apply the LBPCG to a concrete example, the classic first-person shooter Quake, and present results showing the potential of the framework in generating quality content.
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Öhman, Johan. "Procedural Generation of Tower Defense Levels." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166594.

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This report aims to present a method for generating levels for tower defense games. Tower defense games are digital strategy games played by defending bases against oncoming enemies that travel along pregenerated paths. The intended way of generating levels was to use Wave Function Collapse and Bézier curves to create paths and then generate a terrain mesh to match the paths using Marching Cubes. This approach was abandoned because it was considered unnecessarily complicated and there was a concern that there would not be enough time to complete a level generation system. The abandoned system was replaced by a system where a terrain mesh is generated first and is then used as the base for generating the paths iteratively where the direction of the path is changing based on a number of different rules. The path generation system was completed with a simple algorithm to decide on the number of enemies and defense towers. The result is a simple tower defense game with a complete but unbalanced system for generating levels. Though the system is unbalanced, it is implemented in a way that allows for balancing to be made. While a change in direction from the original idea was considered necessary, it only means that that approach was too time-consuming for this project, not that the techniques used in the original idea are inappropriate for these purposes.
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Kenwood, Julian. "Real-time generation of procedural forests." Master's thesis, University of Cape Town, 2013. http://hdl.handle.net/11427/9204.

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Includes bibliographical references.
The creation of 3D models for games and simulations is generally a time-consuming and labour intensive task. Forested landscapes are an important component of many large virtual environments in games and film. To create the many individual tree models required for forests requires a large numbers of artists and a great deal of time. In order to reduce modelling time procedural methods are often used. Such methods allow tree models to be created automatically and relatively quickly, albeit at potentially reduced quality. Although the process is faster than manual creation, it can still be slow and resource-intensive for large forests. The main contribution of this work is the development of an efficient procedural generation system for creating large forests. Our system uses L-Systems, a grammar-based procedural technique, to generate each tree. We explore two approaches to accelerating the creation of large forests. First, we demonstrate performance improvements for the creation of individual trees in the forest, by reducing the computation required by the underlying L-Systems. Second, we reduce the memory overhead by sharing geometry between trees using a novel branch instancing approach. Test results show that our scheme significantly improves the speed of forest generation over naive methods: our system is able to generate over 100, 000 trees in approximately 2 seconds, while using a modest amount of memory. With respect to improving L-System processing, one of our methods achieves a 25 speed up over traditional methods at the cost of a small amount of additional memory, while our second method manages a 99 reduction in memory at the expense of a small amount of extra processing.
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Books on the topic "Procedurl generation"

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Shaker, Noor, Julian Togelius, and Mark J. Nelson. Procedural Content Generation in Games. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-42716-4.

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Short, Tanya X., and Tarn Adams. Procedural Generation in Game Design. Edited by Tanya Short and Tarn Adams. Boca Raton : Taylor & Francis, CRC Press, 2017.: A K Peters/CRC Press, 2017. http://dx.doi.org/10.1201/9781315156378.

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Levine, Douglas A. Atlas of procedures in gynecological oncology. London: Martin Dunitz, 2003.

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Abgrall, R. Design of an essentially non-oscillatory reconstruction procedure on finite-element type meshes. Hampton, Va: National Aeronautics and Space Administration, Langley Research Center, 1991.

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Cummings, Ronald G. New evaluation procedures for a new generation of water-related projects. Washington, DC: World Bank, 1996.

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Interdisciplinary legal studies: The next generation. Bingley, UK: Emerald, 2010.

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Associates, Abt. Data collection and analysis for generating procedure-specific practice expense estimates. Cambridge, MA: Abt Associates Inc., 1997.

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Ichinoe, Kihyoe. Functional preservation of gynecologic reproductive organs by operative and non-operative procedures. Sapporo: Hokkaido University School of Medicine, 1986.

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Akeredolu, Philip Sunday. Some new procedures for generating and decoding error correcting codes. Leicester: Leicester Polytechnic, 1988.

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Barger, Raymond L. Automatic procedures for computing complete configuration geometry for individual component descriptions. Hampton, Va: National Aeronautics and Space Administration, Langley Research Center, 1994.

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Book chapters on the topic "Procedurl generation"

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Weik, Martin H. "generation procedure." In Computer Science and Communications Dictionary, 678. Boston, MA: Springer US, 2000. http://dx.doi.org/10.1007/1-4020-0613-6_7930.

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Weik, Martin H. "program generation procedure." In Computer Science and Communications Dictionary, 1348. Boston, MA: Springer US, 2000. http://dx.doi.org/10.1007/1-4020-0613-6_14848.

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Smith, Gillian. "Procedural Content Generation." In Level Design, 159–82. CRC Press Taylor & Francis Group 6000 Broken Sound Parkway NW, Suite 300 Boca Raton, FL 33487-2742: CRC Press, 2016. http://dx.doi.org/10.1201/9781315313412-9.

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Cook, Michael. "Ethical Procedural Generation." In Procedural Generation in Game Design, 43–54. Boca Raton : Taylor & Francis, CRC Press, 2017.: A K Peters/CRC Press, 2017. http://dx.doi.org/10.1201/9781315156378-6.

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Cook, Dr Michael. "Ethical Procedural Generation." In Procedural Storytelling in Game Design, 49–62. Second edition. | Boca Raton : Taylor & Francis, 2019.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9780429488337-6.

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Millington, Ian. "Procedural Content Generation." In AI for Games, 669–738. Third edition. | Boca Raton : Taylor & Francis, a CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F Informa, plc, [2019]: CRC Press, 2019. http://dx.doi.org/10.1201/9781351053303-8.

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Betts, Tom. "Procedural Content Generation." In Handbook of Digital Games, 62–91. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2014. http://dx.doi.org/10.1002/9781118796443.ch2.

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Aycock, John. "Procedural Content Generation." In Retrogame Archeology, 109–43. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-30004-7_6.

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Kane, Ben. "Procedural Logic." In Procedural Generation in Game Design, 119–32. Boca Raton : Taylor & Francis, CRC Press, 2017.: A K Peters/CRC Press, 2017. http://dx.doi.org/10.1201/9781315156378-14.

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Dormans, Joris. "Cyclic Generation." In Procedural Generation in Game Design, 83–96. Boca Raton : Taylor & Francis, CRC Press, 2017.: A K Peters/CRC Press, 2017. http://dx.doi.org/10.1201/9781315156378-11.

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Conference papers on the topic "Procedurl generation"

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Kelvin, Lin Ziwen, and Bhojan Anand. "Procedural Generation of Roads with Conditional Generative Adversarial Networks." In 2020 IEEE Sixth International Conference on Multimedia Big Data (BigMM). IEEE, 2020. http://dx.doi.org/10.1109/bigmm50055.2020.00048.

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Kelvin, Lin Ziwen, and Anand Bhojan. "Procedural Generation of Roads with Conditional Generative Adversarial Networks." In SIGGRAPH '20: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3388770.3407422.

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Kerssemakers, Manuel, Jeppe Tuxen, Julian Togelius, and Georgios N. Yannakakis. "A procedural procedural level generator generator." In 2012 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2012. http://dx.doi.org/10.1109/cig.2012.6374174.

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Cassol, Vinícius Jurinic, Fernando Pinho Marson, and Soraia Raupp Musse. "Procedural Hair Generation." In 2009 VIII Brazilian Symposium on Games and Digital Entertainment. IEEE, 2009. http://dx.doi.org/10.1109/sbgames.2009.29.

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Feklisov, Egor, Mihail Zinderenko, and Vladimir Frolov. "Procedural interior generation for artificial intelligence training and computer graphics." In International Conference "Computing for Physics and Technology - CPT2020". Bryansk State Technical University, 2020. http://dx.doi.org/10.30987/conferencearticle_5fce2771c14fa7.77481925.

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Since the creation of computers, there has been a lingering problem of data storing and creation for various tasks. In terms of computer graphics and video games, there has been a constant need in assets. Although nowadays the issue of space is not one of the developers' prime concerns, the need in being able to automate asset creation is still relevant. The graphical fidelity, that the modern audiences and applications demand requires a lot of work on the artists' and designers' front, which costs a lot. The automatic generation of 3D scenes is of critical importance in the tasks of Artificial Intelligent (AI) robotics training, where the amount of generated data during training cannot even be viewed by a single person due to the large amount of data needed for machine learning algorithms. A completely separate, but nevertheless necessary task for an integrated solution, is furniture generation and placement, material and lighting randomisation. In this paper we propose interior generator for computer graphics and robotics learning applications. The suggested framework is able to generate and render interiors with furniture at photo-realistic quality. We combined the existing algorithms for generating plans and arranging interiors and then finally add material and lighting randomization. Our solution contains semantic database of 3D models and materials, which allows generator to get realistic scenes with randomization and per-pixel mask for training detection and segmentation algorithms.
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Togelius, Julian, Tróndur Justinussen, and Anders Hartzen. "Compositional procedural content generation." In the The third workshop. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2538528.2538541.

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Smith, Gillian. "Understanding procedural content generation." In CHI '14: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2014. http://dx.doi.org/10.1145/2556288.2557341.

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Dreweke, A., M. Worlein, I. Fischer, D. Schell, Th Meinl, and M. Philippsen. "Graph-Based Procedural Abstraction." In International Symposium on Code Generation and Optimization (CGO'07). IEEE, 2007. http://dx.doi.org/10.1109/cgo.2007.14.

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Hald, Andreas, Jens Struckmann Hansen, Jeppe Kristensen, and Paolo Burelli. "Procedural Content Generation of Puzzle Games using Conditional Generative Adversarial Networks." In FDG '20: International Conference on the Foundations of Digital Games. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3402942.3409601.

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Beck, Thorsten, Leonard Schlag, and Jan Philipp Hamacher. "ProToS: Next Generation Procedure Tool Suite for Creation, Execution and Automation of Flight Control Procedures." In SpaceOps 2016 Conference. Reston, Virginia: American Institute of Aeronautics and Astronautics, 2016. http://dx.doi.org/10.2514/6.2016-2374.

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Reports on the topic "Procedurl generation"

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Geisler-Moroder, David, Eleanor S. Lee, Gregory Ward, Bruno Bueno, Lars O. Grobe, Taoning Wang, Bertrand Deroisy, and Helen Rose Wilson. BSDF Generation Procedures for Daylighting Systems. IEA SHC Task 61, January 2021. http://dx.doi.org/10.18777/ieashc-task61-2021-0001.

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This white paper summarizes the current state of the art in the field of measurement and simulation characterization of daylighting systems by bidirectional scattering distribution functions (BSDFs) and provides recommendations broken down by classes of systems and use cases.
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Kim, Kang Seog, and Mark L. Williams. Assessment of the MPACT Resonance Data Generation Procedure. Office of Scientific and Technical Information (OSTI), December 2016. http://dx.doi.org/10.2172/1351757.

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Kostelnik, A. J. Diesel generator trailer acceptance test procedure. Office of Scientific and Technical Information (OSTI), September 1994. http://dx.doi.org/10.2172/10185761.

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Poovendran, R., M. S. Corson, and J. S. Baras. A Distributed Shared Key Generation Procedure Using Fractional Keys. Fort Belvoir, VA: Defense Technical Information Center, January 1998. http://dx.doi.org/10.21236/ada442651.

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Coddington, M., K. Fox, S. Stanfield, L. Varnado, T. Culley, and M. Sheehan. Updating Small Generator Interconnection Procedures for New Market Conditions. Office of Scientific and Technical Information (OSTI), December 2012. http://dx.doi.org/10.2172/1060613.

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Fink, S., K. Porter, and J. Rogers. Relevance of Generation Interconnection Procedures to Feed-in Tariffs in the United States. Office of Scientific and Technical Information (OSTI), October 2010. http://dx.doi.org/10.2172/991974.

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Nock, Bettina, Daniel Neyer, Alexander Thür, and Karl Berger. Adapted Monitoring Procedure for the thermal side of New Generation Solar Heating & Cooling Systems. IEA SHC Task 53, June 2019. http://dx.doi.org/10.18777/ieashc-task53-2019-0009.

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Edmonds, P. H., and S. S. Medley. A procedure for generating quantitative 3-D camera views of tokamak divertors. Office of Scientific and Technical Information (OSTI), May 1996. http://dx.doi.org/10.2172/238597.

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Fink, Sari, Kevin Porter, and Jennifer Rogers. The Relevance of Generation Interconnection Procedures to Feed-in Tariffs in the United States. Office of Scientific and Technical Information (OSTI), October 2010. http://dx.doi.org/10.2172/1219198.

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Satoh, J. A. Test plan/procedure for the shock limiting device of the radioisotope thermoelectric generator package mounting subsystem 145. Revision 1. Office of Scientific and Technical Information (OSTI), May 1995. http://dx.doi.org/10.2172/83818.

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