<progress id="hpfzt"><pre id="hpfzt"></pre></progress>
<ruby id="hpfzt"></ruby>
<big id="hpfzt"><p id="hpfzt"></p></big>

<progress id="hpfzt"></progress>

<big id="hpfzt"><pre id="hpfzt"></pre></big>

<i id="hpfzt"></i>

<strike id="hpfzt"><video id="hpfzt"><ins id="hpfzt"></ins></video></strike>
<dl id="hpfzt"></dl>
Mirror operated in collaboration with local support

### Current browse context:

cs.AI

### Bookmark

(what is this?)

# Title: A quantum procedure for map generation

Abstract: Quantum computation is an emerging technology that promises a wide range of possible use cases. This promise is primarily based on algorithms that are unlikely to be viable over the coming decade. For near-term applications, quantum software needs to be carefully tailored to the hardware available. In this paper, we begin to explore whether near-term quantum computers could provide tools that are useful in the creation and implementation of computer games. The procedural generation of geopolitical maps and their associated history is considered as a motivating example. This is performed by encoding a rudimentary decision making process for the nations within a quantum procedure that is well-suited to near-term devices. Given the novelty of quantum computing within the field of procedural generation, we also provide an introduction to the basic concepts involved.
 Comments: To be published in the proceedings of the IEEE Conference on Games Subjects: Artificial Intelligence (cs.AI); Emerging Technologies (cs.ET); Quantum Physics (quant-ph) Cite as: arXiv:2005.10327 [cs.AI] (or arXiv:2005.10327v1 [cs.AI] for this version)

## Submission history

From: James Wootton [view email]
[v1] Wed, 20 May 2020 19:29:29 GMT (1072kb,D)
Æ´ÈýÕÅÓÎÏ·ÏÂÔØ