Abstract. Recently, a small number of papers have appeared in which the authors implement stochastic search algorithms, such as evolution-ary 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.
With the passage of time, video games are becoming more complex, and their development incurs greate...
PCGapproachesarecommonlycategorisedasconstructive,generate- and-test or search-based. Each of these ...
In this work we present the intelligent orchestrator of random generators (IORand), a hybrid procedu...
Recently, a small number of papers have appeared in which the authors implement stochastic search al...
The focus of this survey is on research in applying evolutionary and other metaheuristic search algo...
The focus of this survey is on research in applying evolutionary and other metaheuristic search algo...
In this paper we have compared and evaluated two different representations used in search based proc...
Videogames are one of the most important and profitable sectors in the industry of entertainment. No...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
In this paper we present a search-based approach for procedural generation of game levels that repre...
This book presents the most up-to-date coverage of procedural content generation (PCG) for games, sp...
This article describes procedural content generation algorithms used by an independent video game de...
Abstract: Procedural content generation (PCG) is the process of generating video game content throug...
Procedural content generation in video games has a long history. Existing procedural content generat...
Procedural Content Generation (PCG) has long been used in video games to produce content that would ...
With the passage of time, video games are becoming more complex, and their development incurs greate...
PCGapproachesarecommonlycategorisedasconstructive,generate- and-test or search-based. Each of these ...
In this work we present the intelligent orchestrator of random generators (IORand), a hybrid procedu...
Recently, a small number of papers have appeared in which the authors implement stochastic search al...
The focus of this survey is on research in applying evolutionary and other metaheuristic search algo...
The focus of this survey is on research in applying evolutionary and other metaheuristic search algo...
In this paper we have compared and evaluated two different representations used in search based proc...
Videogames are one of the most important and profitable sectors in the industry of entertainment. No...
The development of content in digital games, such as game worlds, quests, levels, 3D-models, and tex...
In this paper we present a search-based approach for procedural generation of game levels that repre...
This book presents the most up-to-date coverage of procedural content generation (PCG) for games, sp...
This article describes procedural content generation algorithms used by an independent video game de...
Abstract: Procedural content generation (PCG) is the process of generating video game content throug...
Procedural content generation in video games has a long history. Existing procedural content generat...
Procedural Content Generation (PCG) has long been used in video games to produce content that would ...
With the passage of time, video games are becoming more complex, and their development incurs greate...
PCGapproachesarecommonlycategorisedasconstructive,generate- and-test or search-based. Each of these ...
In this work we present the intelligent orchestrator of random generators (IORand), a hybrid procedu...