The definition and rendering of terrain maps
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
A Taxonomy for artificial embryogeny
Artificial Life
Representations for Genetic and Evolutionary Algorithms
Representations for Genetic and Evolutionary Algorithms
Compositional pattern producing networks: A novel abstraction of development
Genetic Programming and Evolvable Machines
Modeling player experience in super mario bros
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Evolving content in the galactic arms race video game
CIG'09 Proceedings of the 5th international conference on Computational Intelligence and Games
Towards multiobjective procedural map generation
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Cellular automata for real-time generation of infinite cave levels
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Creating customized game experiences by leveraging human creative effort: a planning approach
Agents for games and simulations II
Interactive evolution of camouflage
Artificial Life
What is procedural content generation?: Mario on the borderline
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
SpeedRock: procedural rocks through grammars and evolution
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
Evolving patch-based terrains for use in video games
Proceedings of the 13th annual conference on Genetic and evolutionary computation
Interactive evolution for the procedural generation of tracks in a high-end racing game
Proceedings of the 13th annual conference on Genetic and evolutionary computation
Evolving interesting maps for a first person shooter
EvoApplications'11 Proceedings of the 2011 international conference on Applications of evolutionary computation - Volume Part I
Towards procedural strategy game generation: evolving complementary unit types
EvoApplications'11 Proceedings of the 2011 international conference on Applications of evolutionary computation - Volume Part I
Automatic level generation for platform videogames using genetic algorithms
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Towards player-driven procedural content generation
Proceedings of the 9th conference on Computing Frontiers
Learning, evolution and adaptation in racing games
Proceedings of the 9th conference on Computing Frontiers
Evolving third-person shooter enemies to optimize player satisfaction in real-time
EvoApplications'12 Proceedings of the 2012t European conference on Applications of Evolutionary Computation
Procedural content generation for games: A survey
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Dynamic quest plot generation using Petri net planning
Proceedings of the Workshop at SIGGRAPH Asia
Controllable procedural map generation via multiobjective evolution
Genetic Programming and Evolvable Machines
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Recently, a small number of papers have appeared in which the authors implement stochastic search algorithms, such as evolutionary computation, to generate game content, such as levels, rules and weapons. We propose a taxonomy of such approaches, centring on what sort of content is generated, how the content is represented, and how the quality of the content is evaluated. The relation between search-based and other types of procedural content generation is described, as are some of the main research challenges in this new field. The paper ends with some successful examples of this approach.