Procedural Content Generation in Video Games
Procedural Content Generation in Video Games
Graduate Seminar
Conclusion
PROCEDURAL CONTENT GENERATION (PCG)
The process of using techniques based on AI, mathematics and other disciplines to
automatically create game content.
This results in an unpredictable range of possible game play spaces
It should ensure that a large number of possible types of content can be generated
from a few parameters.
PCG CAN EXIST IN GAMES IN A NUMBER OF WAYS:
Runtime random level generation
Design of level content
Dynamic world generation
Instancing of in-game entities
User mediated content
Dynamic systems
Procedural puzzles and plot-generation
RUNTIME RANDOM LEVEL GENERATION
Generation of game levels while the game is being played, using PCG techniques.
Random placing of rooms and corridors when a player first enters the game level.
Provides an infinite game space, constrained by the rules of the algorithm used.
It requires that the game store the entire level, which means there must be well
defined boundaries between each level.
RUNTIME RANDOM LEVEL GENERATION
Things considered:
Types of level connections (e.g. stairs, elevators)
Connectivity within a level (e.g. roads, water)
Persistent and non-persistent levels
Connectivity between levels (e.g. sequential vs tree)
Spatial layout of multiple levels (e.g. grid, multiple layers)