Alex Byaly: Causal Graphs for Procedural Generation
Causal graphs are models that describe possible causal relationships between things. They're typically used during inference: given some source of data, how can we explain the patterns we see? This talk is about doing the opposite. Instead of using them to learn about data, we'll generate it.
This is useful because a natural-seeming choice when procedurally generating data leads to something really strange. Imagine you roll some attributes independently, say hometown and favorite food. If you look at the results in Seattle, the favorite foods end up the same as for Tokyo. There is no relationship between the attributes. In the real world scientific studies have to be careful so their results aren't undermined by selection bias. If you only survey middle aged women in Nebraska your results might not generalize. A causal graph can introduce these kinds of relationships into generated content.
Lead-in music generated by Sonat Uzun.
Видео Alex Byaly: Causal Graphs for Procedural Generation канала Roguelike Celebration
This is useful because a natural-seeming choice when procedurally generating data leads to something really strange. Imagine you roll some attributes independently, say hometown and favorite food. If you look at the results in Seattle, the favorite foods end up the same as for Tokyo. There is no relationship between the attributes. In the real world scientific studies have to be careful so their results aren't undermined by selection bias. If you only survey middle aged women in Nebraska your results might not generalize. A causal graph can introduce these kinds of relationships into generated content.
Lead-in music generated by Sonat Uzun.
Видео Alex Byaly: Causal Graphs for Procedural Generation канала Roguelike Celebration
Показать
Комментарии отсутствуют
Информация о видео
Другие видео канала
Sunday broadcast: Roguelike Celebration 2023Roguelike Celebration 2023 Preview: Aron Pietroń, Michał Ogłoziński - Discussion (Against the Storm)Roguelike Celebration Preview 2023Philomena Schwab: This is too hard! How to broaden your game’s target audience with smart difficultyJeremy Rose: The Hitchhiker's Guide to the CataclysmSherveen Uduwana: Persistence and Resistence: How narrative in roguelikes is currently underusedSersa Victory: Choice Design in RoguelikesSergio Garces: Procedural 3D environments on a budgetChris King: How To Let Your Players Take The Wheel without crashing the carJoel Ryan: A Small Clump of Pixels: Creating the Sil Q TilesetAbdelrahman Madkour: Controlling your generator using Expressive Range AnalysisPhenry Ewing: A Million Little Players: Monte Carlo Simulations for Game DesignEvan Debenham: Smoothing the Sharp Edges of RNGJack Schlesinger: Your Puzzle Is A Secret DungeonPierre Vigier: Room Generation using Constraint SatisfactionBenet Devereux: Seeking Treasure in the Tangled Bank: Biological Inspiration for Roguelike MeTabea Iseli: How hard can it be to create a non violent rogue lite dungeon crawler?Dylan Gedig: Perfect Synergy: How Roguelike Developers and Streamers Form the Perfect EcosystemSantiago Zapata: Celebrating Moria: a roguelike before the roguelikesYounès Rabii: "La Horde du Contrevent": A Novel That Didn't Know It Was A Roguelike