6 research outputs found

    10 years of the PCG workshop : past and future trends

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    As of 2020, the international workshop on Procedural Content Generation enters its second decade. The annual workshop, hosted by the international conference on the Foundations of Digital Games, has collected a corpus of 95 papers published in its first 10 years. This paper provides an overview of the workshop’s activities and surveys the prevalent research topics emerging over the years.peer-reviewe

    Characteristics of generatable games

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    We address the problem of generating complete games, rather than content for existing games. In particular, we try to an- swer the question which types of games it would be realistic or even feasible to generate. To begin to answer the question, we rst list the di erent ways we see that games could be generated, and then try to discuss what characterises games that would be comparatively easy or hard to generate. The discussion is structured according to a subset of the charac- teristics discussed in the book Characteristics of Games by Elias, Gar eld and Gutschera.peer-reviewe

    A general-purpose expressive algorithm for room-based environments

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    This paper presents a generative architecture for general-purpose room layouts that can be treated as geometric definitions of dungeons, mansions, shooter levels and more. The motivation behind this work is to provide a design tool for virtual environments that combines aspects of controllability, expressivity and generality. Towards that end, a two-tier level representation is realized, with a graph-based design specification constraining and guiding the generated geometries, facilitated by constrained evolutionary search. Expressivity is secured through quality-diversity search which can provide the designer with a broad variety of level layouts to choose from. Finally, the generator is general-purpose as it can produce layouts based on different types of static grid structures or as freeform, curved structures through an adaptive Voronoi diagram that is evolved along with the level itself. The method is tested on a variety of design specifications and grid types, and results show that even with complex design constraints or malleable grids the algorithm can produce a broad variety of levels.peer-reviewe

    Data adventures

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    This paper outlines a system for generating adventure games based on open data, and describes a sketch of the system implementation at its current state. The adventure game genre has been popular for a long time and differs signi cantly in design priorities from game genres which are commonly addressed in PCG research. In order to create believable and engaging content, we use data from DBpedia to generate the game's non-playable characters locations and plot, and OpenStreetMaps to create the game's levels.peer-reviewe

    A constructive approach for the generation of underwater environments

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    This paper introduces Coralize, a library of generators for marine organisms such as corals and sponges. Using constructive algorithms, Coralize can generate stony corals via L-system grammars, soft corals via leaf venation algorithms and sponges via nutrient-based mesh growth. The generative algorithms are parameterizable, allowing a user to adjust the parameters in order to create visually appealing 3D meshes. Such meshes can be used to automatically populate a seabed or reef, in order to create a biologically realistic and aesthetically pleasing underwater environment.The research was supported, in part, by the FP7 ICT projects C2Learn (project no: 318480) and ILearnRW (project no: 318803), and by the FP7 Marie Curie CIG project AutoGameDesign (project no: 630665).peer-reviewe

    Tabletop roleplaying games as procedural content generators

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    Tabletop roleplaying games (TTRPGs) and procedural content generators can both be understood as systems of rules for producing content. In this paper, we argue that TTRPG design can usefully be viewed as procedural content generator design. We present several case studies linking key concepts from PCG research – including possibility spaces, expressive range analysis, and generative pipelines – to key concepts in TTRPG design. We then discuss the implications of these relationships and suggest directions for future work uniting research in TTRPGs and PCG.peer-reviewe
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