Procedural content generation: resolving of customer satisfaction problem
dc.contributor.advisor | Шабінський, Антон | |
dc.contributor.author | Василенко, Кирило | |
dc.date.accessioned | 2020-12-04T17:56:50Z | |
dc.date.available | 2020-12-04T17:56:50Z | |
dc.date.issued | 2020 | |
dc.description.abstract | Procedural content generation (PCG) is used in a variety of products for different purposes. Most techniques are hidden due to commercial reasons, which forces engineers to invent PCG algorithms from the beginning for every concrete problem. Apart from concrete purpose, current work has an aim to create a public solution for a single problem, which is common in thousands of games. Firstly, this paper will define the specific benefits of PCG for a puzzle game. Problems that will be considered are customers retention, customers acquisition, session duration control. The second aim is to implement a suitable algorithm for a game that will solve problems above. | uk_UA |
dc.identifier.uri | https://ekmair.ukma.edu.ua/handle/123456789/18972 | |
dc.language.iso | uk | uk_UA |
dc.status | first published | uk_UA |
dc.subject | procedural content generation | uk_UA |
dc.subject | unity platform | uk_UA |
dc.subject | reinforcement learning | uk_UA |
dc.subject | session duration control | uk_UA |
dc.subject | customers acquisition | uk_UA |
dc.subject | customer retention | uk_UA |
dc.subject | dynamic procedural content generation | uk_UA |
dc.subject | бакалаврська робота | uk_UA |
dc.title | Procedural content generation: resolving of customer satisfaction problem | uk_UA |
dc.type | Other | uk_UA |