Procedural content generation: resolving of customer satisfaction problem

dc.contributor.advisorШабінський, Антон
dc.contributor.authorВасиленко, Кирило
dc.date.accessioned2020-12-04T17:56:50Z
dc.date.available2020-12-04T17:56:50Z
dc.date.issued2020
dc.description.abstractProcedural 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.urihttps://ekmair.ukma.edu.ua/handle/123456789/18972
dc.language.isoukuk_UA
dc.statusfirst publisheduk_UA
dc.subjectprocedural content generationuk_UA
dc.subjectunity platformuk_UA
dc.subjectreinforcement learninguk_UA
dc.subjectsession duration controluk_UA
dc.subjectcustomers acquisitionuk_UA
dc.subjectcustomer retentionuk_UA
dc.subjectdynamic procedural content generationuk_UA
dc.subjectбакалаврська роботаuk_UA
dc.titleProcedural content generation: resolving of customer satisfaction problemuk_UA
dc.typeOtheruk_UA
Files
Original bundle
Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
Vasylenko_Bakalavrska_robota_.pdf
Size:
4.45 MB
Format:
Adobe Portable Document Format
Description:
License bundle
Now showing 1 - 1 of 1
No Thumbnail Available
Name:
license.txt
Size:
7.54 KB
Format:
Item-specific license agreed upon to submission
Description: