Artificial intelligence: a modern approach
Artificial intelligence: a modern approach
Creation and rendering of realistic trees
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Realistic modeling and rendering of plant ecosystems
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
The computational beauty of nature
The computational beauty of nature
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Infinite Game Universe: Mathematical Techniques
Infinite Game Universe: Mathematical Techniques
Multi-Player Game Programming with CDROM
Multi-Player Game Programming with CDROM
Texturing and Modeling: A Procedural Approach
Texturing and Modeling: A Procedural Approach
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Template-based generation of road networks for virtual city modeling
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Real-time procedural generation of `pseudo infinite' cities
Proceedings of the 1st international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Interactive Modeling of Plants
IEEE Computer Graphics and Applications
Pattern based procedural textures
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Modeling of Ecosystems as a Data Source for Real-Time Terrain Rendering
DEM '01 Proceedings of the First International Symposium on Digital Earth Moving
Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture
Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture
ACM SIGGRAPH 2003 Papers
Advances in evolutionary computing
EGGG: automated programming for game generation
IBM Systems Journal
Mathematical Models in Biology
Mathematical Models in Biology
Procedural modeling of buildings
ACM SIGGRAPH 2006 Papers
Wall grammar for building generation
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Clouds and stars: efficient real-time procedural sky rendering using 3D hardware
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Designing Virtual Worlds
The Game Producer's Handbook
Game AI is Dead. Long Live Game AI!
IEEE Intelligent Systems
THAT'S ENTERTAINMNT: Halo 3: the theory and practice of a research-design partnership
interactions - Toward a model of innovation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Interactive procedural street modeling
ACM SIGGRAPH 2008 papers
Computational Geometry: Algorithms and Applications
Computational Geometry: Algorithms and Applications
Essential Mathematics for Games and Interactive Applications, Second Edition: A Programmer's Guide
Essential Mathematics for Games and Interactive Applications, Second Edition: A Programmer's Guide
This Gaming Life: Travels in Three Cities
This Gaming Life: Travels in Three Cities
AI*IA '07 Proceedings of the 10th Congress of the Italian Association for Artificial Intelligence on AI*IA 2007: Artificial Intelligence and Human-Oriented Computing
Procedural Graphics Model and Behavior Generation
ICCS '08 Proceedings of the 8th international conference on Computational Science, Part II
Video Game Spaces: Image, Play, and Structure in 3D Worlds
Video Game Spaces: Image, Play, and Structure in 3D Worlds
Challenges for Game Designers
Wooden Geometric Puzzles: Design and Hardness Proofs
Theory of Computing Systems
Automatic storytelling in comics: a case study on World of Warcraft
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Interactive GPU-based procedural heightfield brushes
Proceedings of the 4th International Conference on Foundations of Digital Games
Rhythm-based level generation for 2D platformers
Proceedings of the 4th International Conference on Foundations of Digital Games
Compact and progressive plant models for streaming in networked virtual environments
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Tools for Procedural Generation of Plants in Virtual Scenes
ICCS 2009 Proceedings of the 9th International Conference on Computational Science
POGGI: Puzzle-Based Online Games on Grid Infrastructures
Euro-Par '09 Proceedings of the 15th International Euro-Par Conference on Parallel Processing
Advanced material appearance modeling
ACM SIGGRAPH 2009 Courses
ACM SIGGRAPH 2009 Courses
Sounding liquids: Automatic sound synthesis from fluid simulation
ACM Transactions on Graphics (TOG)
Adventures in level design: generating missions and spaces for action adventure games
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Integrating procedural generation and manual editing of virtual worlds
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Analyzing the expressive range of a level generator
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Vectorization of gridded urban land use data
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Toward proccedural decorative ornamentation in games
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
Polymorph: dynamic difficulty adjustment through level generation
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
RoleModel: towards a formal model of dramatic roles for story generation
Proceedings of the Intelligent Narrative Technologies III Workshop
Tanagra: a mixed-initiative level design tool
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Using interactive evolution to discover camouflage patterns
ACM SIGGRAPH 2010 Posters
The step space: example-based footprint-driven motion synthesis
Computer Animation and Virtual Worlds - CASA' 2010 Special Issue
Proceedings of the 9th Annual Workshop on Network and Systems Support for Games
POGGI: generating puzzle instances for online games on grid infrastructures
Concurrency and Computation: Practice & Experience - Euro-Par 2009
Algorithmic composition: computational thinking in music
Communications of the ACM
Evolution of artificial terrains for video games based on accessibility
EvoApplicatons'10 Proceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I
Towards a generic framework for automated video game level creation
EvoApplicatons'10 Proceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I
Search-based procedural content generation
EvoApplicatons'10 Proceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I
Procedural terrain detail based on Patch-LOD algorithm
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
The Design of Everyday Things
Future trends in game authoring tools
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
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Hundreds of millions of people play computer games every day. For them, game content—from 3D objects to abstract puzzles—plays a major entertainment role. Manual labor has so far ensured that the quality and quantity of game content matched the demands of the playing community, but is facing new scalability challenges due to the exponential growth over the last decade of both the gamer population and the production costs. Procedural Content Generation for Games (PCG-G) may address these challenges by automating, or aiding in, game content generation. PCG-G is difficult, since the generator has to create the content, satisfy constraints imposed by the artist, and return interesting instances for gamers. Despite a large body of research focusing on PCG-G, particularly over the past decade, ours is the first comprehensive survey of the field of PCG-G. We first introduce a comprehensive, six-layered taxonomy of game content: bits, space, systems, scenarios, design, and derived. Second, we survey the methods used across the whole field of PCG-G from a large research body. Third, we map PCG-G methods to game content layers; it turns out that many of the methods used to generate game content from one layer can be used to generate content from another. We also survey the use of methods in practice, that is, in commercial or prototype games. Fourth and last, we discuss several directions for future research in PCG-G, which we believe deserve close attention in the near future.