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Pondex
Jul 8, 2014

Procedurally generated bear-dancing

https://www.youtube.com/watch?v=hFlo-B-l4Ds

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Your Computer
Oct 3, 2008




Grimey Drawer

Pondex posted:

Procedurally generated bear-dancing

https://www.youtube.com/watch?v=hFlo-B-l4Ds

is this the long awaited sequel to Colin's bear animation?

https://www.youtube.com/watch?v=FiARsQSlzDc

Hempuli
Nov 16, 2011



Some wonderful videogame & romance novel mashups:

https://twitter.com/lizardengland/status/958854714744975360

I assume they're markov chained, or possibly just generated using full phrases with slots for appropriate, randomly-picked words.

Carthag Tuek
Oct 15, 2005

Tider skal komme,
tider skal henrulle,
slægt skal følge slægters gang



That's too coherent to be markov stuff. I'm thinking substitution of some kind, yeah. He ripped off her bodice and growled [VGAMEPHRASE]

Trig Discipline
Jun 3, 2008

Please leave the room if you think this might offend you.
Grimey Drawer

Krankenstyle posted:

That's too coherent to be markov stuff. I'm thinking substitution of some kind, yeah. He ripped off her bodice and growled [VGAMEPHRASE]

Exactly what I was thinking. It has the stench of tryhard humanity about it.

Happy Thread
Jul 10, 2005

by Fluffdaddy
Plaster Town Cop
Humans :argh:

Get out of our procedural maze worlds

Dick Trauma
Nov 30, 2007

God damn it, you've got to be kind.
I need to remember that "360 noscope" one for if I'm ever in the clinch again.

Phy
Jun 27, 2008



Fun Shoe
Ahem: http://botnik.org/content/tng.html

Captain Picard posted:

Mister Worf, I appreciate this present of clothes for my birthday, but as I am a boy, I need me my toys.

DACK FAYDEN
Feb 25, 2013

Bear Witness
Botnik Studios does good work

https://twitter.com/botnikstudios/status/955501681604792322/

Hempuli
Nov 16, 2011



Inverse-cinematics is a style of animation/movement where instead of strictly defining movements or manually animating things, the things to be animated follow some logic to try to reach the desired end-state and dynamically create the animation. I personally count it as procedural because the movements are technically algorithmic, but it can be thought of as a grey area because nothing 'new' is actually generated, just things moving kinda-semi-procedurally.

Anyway, the reason I wrote that is because I want to show you cute lizards with inverse-cinematics movement:
https://twitter.com/TheRujiK/status/961667301258022912

Also a cute spider spinning web:
https://twitter.com/rubna_/status/918612152407281664

Also also check out how this cute duck walks:
https://twitter.com/TomBoogaart/status/831644608354480128

Elentor
Dec 14, 2004

by Jeffrey of YOSPOS

This is insane.

Veni Vidi Ameche!
Nov 2, 2017

by Fluffdaddy

Hempuli posted:

Inverse-cinematics is a style of animation/movement where instead of strictly defining movements or manually animating things, the things to be animated follow some logic to try to reach the desired end-state and dynamically create the animation. I personally count it as procedural because the movements are technically algorithmic, but it can be thought of as a grey area because nothing 'new' is actually generated, just things moving kinda-semi-procedurally.

Anyway, the reason I wrote that is because I want to show you cute lizards with inverse-cinematics movement:
https://twitter.com/TheRujiK/status/961667301258022912

Also a cute spider spinning web:
https://twitter.com/rubna_/status/918612152407281664

Also also check out how this cute duck walks:
https://twitter.com/TomBoogaart/status/831644608354480128

Either you mean inverse kinematics, or I’ve missed out on yet another up-and-coming programming technique. Either way, those videos are cool.

Happy Thread
Jul 10, 2005

by Fluffdaddy
Plaster Town Cop

Veni Vidi Ameche! posted:

Either you mean inverse kinematics, or I’ve missed out on yet another up-and-coming programming technique.

Probably autocorrect, the most influential procedural generator of them all! Post your best autocorrect daydreams!

I saw pokemon here is the way to go to the restroom and that was pretty good idea of the way to go to the pharmacy. I have to the pharmacy and that was pretty uneventful, I don't think I'm getting in.

I saw the way of doing it for you! You will make it a little bit more about what you had a great day! Love you too much. I think it could be a good idea of the way to go to Monte Carlo simulation ( edit: :siren:)and that is the way to go

Hempuli
Nov 16, 2011



Veni Vidi Ameche! posted:

Either you mean inverse kinematics, or I’ve missed out on yet another up-and-coming programming technique. Either way, those videos are cool.

No autocorrect in this case, it's just that I've only heard the term said out loud in a discussion. I had seen the acronym IK and wondered if it was kinematics instead of cinematics but the association with 'cinema' was just too strong. In hindsight it doesn't make sense that the term would refer to cinematic anything rather than kinetic movement. Whoops!

Speaking of autocorrect, I was reminded of poetry created by Google Translate by repeatedly feeding it the same bit of text.
The 'Languagelog' website lists a bunch:

:3:


More here:
http://languagelog.ldc.upenn.edu/nll/?p=35120
http://languagelog.ldc.upenn.edu/nll/?p=32430
http://languagelog.ldc.upenn.edu/nll/?p=33613

There were others that had some really sudden changes in tone (like, add another of the same kanji and suddenly the text is about something completely different), but I couldn't locate those anymore.

Hempuli has a new favorite as of 19:22 on Feb 9, 2018

Stoatbringer
Sep 15, 2004

naw, you love it you little ho-bot :roboluv:

Hempuli posted:

Inverse-cinematics is a style of animation/movement where instead of strictly defining movements or manually animating things, the things to be animated follow some logic to try to reach the desired end-state and dynamically create the animation.

If I remember correctly, the game Outcast from 1999 used inverse-kinematics to generate character movement as well as voxel rendering for the landscapes. It was pretty advanced stuff for the time.

big dyke energy
Jul 29, 2006

Football? Yaaaay

Candy hearts from a neural network

Carthag Tuek
Oct 15, 2005

Tider skal komme,
tider skal henrulle,
slægt skal følge slægters gang



once we get machine translation down, self driving cars will be right around the corner
(actual machine translation 1700s Danish > English)

Carthag Tuek has a new favorite as of 03:02 on Feb 10, 2018

Tunicate
May 15, 2012

Krankenstyle posted:

once we get machine translation down, self driving cars will be right around the corner
(actual machine translation 1700s Danish > English)



Was it OCRed? OCR to machine translation is a lot of fun to deal with.

Carthag Tuek
Oct 15, 2005

Tider skal komme,
tider skal henrulle,
slægt skal følge slægters gang



Tunicate posted:

Was it OCRed? OCR to machine translation is a lot of fun to deal with.

no, clean transcript that i actually put in periods a couple times to split sentences cause they didnt used to do that in the olden days as you see from the way i write this bullsht right now

Hempuli
Nov 16, 2011



https://twitter.com/_kzr/status/962362393769594880

Guy Mann
Mar 28, 2016

by Lowtax

Nice to see Sumotori Dreams is getting a rhythm game spinoff.

https://www.youtube.com/watch?v=wbhXp3SxZU0

Hempuli
Nov 16, 2011



https://twitter.com/liu_mingyu/status/965960674470871041

Randaconda
Jul 3, 2014

by Jeffrey of YOSPOS

I was gonna try that, but I couldn't figure out how to to open the program.

Carthag Tuek
Oct 15, 2005

Tider skal komme,
tider skal henrulle,
slægt skal følge slægters gang



there's also this one: https://github.com/luanfujun/deep-photo-styletransfer

input:


style:


result:

serious norman
Dec 13, 2007

im pickle rick!!!!
Star Citizen

Hempuli
Nov 16, 2011



https://twitter.com/JanelleCShane/status/961990024978776064

El Mero Mero
Oct 13, 2001


Post Your Favorite (or Request): Coldly Compiled Lists › PYF procedurally generated content: Love 2000 Hogs YEA

Hempuli
Nov 16, 2011



I... guess this counts?

https://twitter.com/kertgartner/status/967154967843876872

Happy Thread
Jul 10, 2005

by Fluffdaddy
Plaster Town Cop
Fuuuuuuuuuuuck :hellyeah:

Elentor
Dec 14, 2004

by Jeffrey of YOSPOS

Jesus Christ.

ashnjack
Jun 8, 2010

FUCK FLOWERS. JUST...FUCK 'EM.
Is there anything like this that’s already compiled for windows? My skills in Linux are non existent.

Queen_Combat
Jan 15, 2011

:pcgaming:

Happy Thread
Jul 10, 2005

by Fluffdaddy
Plaster Town Cop
https://arxiv.org/pdf/1803.03453.pdf

quote:

In 1999 Bentley was approached by a group of musicians and developers who wanted to generate novel
music through digital evolution. Dance music was popular at the time, so the team aimed to evolve novel
dance tracks. They set different collections of number-one dance hits as targets, i.e. an evolving track
would be scored higher the more it resembled the targets. The evolved results, 8-bar music samples, were
evaluated by a musician who selected the ones to be combined into an overall piece, which was then
professionally produced according to the evolved music score. The results were surprisingly good: the
evolved tracks incorporated complex drum rhythms with interesting accompanying melodies and bass lines.
Using bands such as The Prodigy as targets, digital evolution was able to produce intricate novel dance
tracks with clear stylistic resemblance.

In 2000 the group formed a record label named J13 Records. A highly specialized distribution contract
was drawn up and signed with Universal Music, stipulating that the true source of the music should not be
revealed, even to the distributors (because Universal Music’s CEO believed that no-one would want to buy
computer-generated music). Sworn to secrecy
, the companies produced several dance tracks together, some
of which were then taken by other music producers and remixed. Some of the music was successful in
dance clubs, with the clubgoers having no idea that key pieces of the tracks they were dancing to were
authored by computers.


quote:



An Art Museum Accepts and Displays Evolved Art Produced by Innovation Engines

The Innovation Engine [94] is an algorithm that combines three keys ideas: (1) produce new innovations (i.e.
solutions) by elaborating upon already evolved ones, (2) simultaneously evolve the population toward many
different objectives (instead of a single objective as in traditional digital evolution), and (3) harness
powerful deep neural networks to evaluate how interesting a new solution is. The approach successfully
produced a large diversity of interesting images, many of which are recognizable as familiar objects (both
to deep neural networks and human observers (Fig. 9). Interestingly, the images have diverse aesthetic
styles, and bear resemblance to abstract “concept art” pieces that reflect intelligent statements about their
theme (e.g. the two different images of prison cells, the beacon, and the folding chairs in Fig. 9).
Furthermore, the genomes of these algorithmically-produced images are quantitatively similar to the
elegant, compact genomes evolved by humans on the interactive evolution website Picbreeder [95].

To test whether the images generated by the Innovation Engine could pass for quality art, the authors
submitted a selection of evolved images to a competitive art contest: the University of Wyoming’s 40th
Annual Juried Student Exhibition. Surprisingly, not only was the Innovation Engine piece among the
35.5% of submissions accepted, it was also among the 21.3% of submissions that were given an award! The
piece was hung on the museum walls alongside human-made art, without visitors knowing it was evolved
(Fig. 10).

quote:


https://www.youtube.com/watch?v=z9ptOeByLA4&t=26s
A stop-motion view of a small sample of the evolved gaits from Cheney et al. [68], which
produced surprisingly effective and lifelike behaviors. Shown here are soft robots progressing from left to
right across the panel. Colors correspond to voxel types (with red and green denoting oppositely
contracting muscle groups, and dark and light blue representing stiff and soft support materials,
respectively). In the top gait, notice how evolution creates distinct regions of each muscle. It employs these
opposing muscle groups to create an inchworm-like behavior. In the bottom gait, the use of stiff (bone-like)
support material allows evolution to create relatively long appendages and produce a horse-like galloping
behavior.

Happy Thread has a new favorite as of 00:10 on Mar 13, 2018

Happy Thread
Jul 10, 2005

by Fluffdaddy
Plaster Town Cop
No discussion of procedural locomotion would be complete without the 1994 videos of Karl Sim's hilarious block creatures fighting each other over resources using unexpected and bizarre motions.

https://www.youtube.com/watch?v=JBgG_VSP7f8

GWBBQ
Jan 2, 2005


End of Shoelace posted:

heres a fun game: play this video at 2x speed and pause anywhere; see what kind of faces you get

https://www.youtube.com/watch?v=f8xSD4HO_8k&t=178s
:stare:

Jokymi
Jan 31, 2003

Sweet Sassy Molassy
https://www.youtube.com/watch?v=TgGzlRtnOz8

OutOfPrint
Apr 9, 2009

Fun Shoe
Procedural generation is getting more and more complex in video games, as the examples in this thread have demonstrated. Even the most basic roguelikes have randomly generated levels. These levels tend to be pretty simply generated, though; usually, they generate a path between the entrance and the exit, then fill in the map, then monsters, items, etc. This means that, after completing a specific level, there isn't much of a point of going back.

Unexplored, though, has uniquely procedurally generated dungeons, using what the developers call cyclical generation. On the level layer, the individual floor plans in the dungeon are generated in a roundabout fashion, so that each floor has a general path to follow, with roadblocks like monsters and locked doors guiding the player through them. On the dungeon layer, it does cyclical passes to determine monsters, traps, items, and locked doors to generate a path through the entire dungeon.

For a basic example, the key to a door in level a4, needed to delve deeper in the dungeon, may appear in a boss room on c6. There is always a way to navigate past a roadblock in the game; it just may be on a completely different level. This additional layer gives the game a fantastic sense of flow and really makes the dungeon feel like one entity, rather than a series of rooms and stairs.

What is also neat about this kind of generation is summed up on the Steam page:

quote:

Part of Unexplored’s allure is the way it generates the dungeons. Not just the levels themselves (see this video about Cyclic Dungeon Generation), but all the dungeons in their entirety. The game knows what you’ll face on the deepest levels even before you start wandering the first one. So, it will provide you with hints, keys and notes about what to expect down the line. Best keep an eye out for those.

Here is a small, but better, overview of how it generates maps: https://www.youtube.com/watch?v=_wvkTT-6P3Q

The game itself is really fun, too: http://store.steampowered.com/app/506870/Unexplored/

Happy Thread
Jul 10, 2005

by Fluffdaddy
Plaster Town Cop
https://twitter.com/twitter/statuses/962449509782495232

Queen_Combat
Jan 15, 2011
That's good but seems generated, not "procedurally" generated. A random algorithm didn't come up with that :(

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SneezeOfTheDecade
Feb 6, 2011

gettin' covid all
over your posts
It's much simpler than anything else posted here, but I've been fooling around with procedural generation and one of the first things I did was create a script that generates randomized cave maps, by creating a random grid and iteratively smoothing until it looks nice. I'm not sure they'd work for roguelikes - they're not directed enough - but they feel like they could be fun for an exploration platformer like Metroid.

I've got a bot (recently rescued from a crash) posting them here. Some examples:



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