2019
DOI: 10.1142/s0218213019300011
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A Short Introduction to Procedural Content Generation Algorithms for Videogames

Abstract: One of the main costs of developing a videogame is content creation. Procedural Content Generation (PCG) can help alleviate that cost by algorithmically generating some of the content a human would normally produce. We first describe and classify the different types of content that can be automatically generated for a videogame. Then, we review the most prominent PCG algorithms, focusing on current research on search-based and machine learning based methods. Finally, we close with our take on the most importan… Show more

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Cited by 26 publications
(14 citation statements)
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“…Content creation is one of the main costs of developing a video game, it is estimated to be around 30%-40% of the US 20M−150M average budget for AAA games [Bar19]. To agile the content creation process, procedural content generation is an alternative to manual design of the game assets, providing techniques to automate the content generation [Hen13].…”
Section: Literature Reviewmentioning
confidence: 99%
“…Content creation is one of the main costs of developing a video game, it is estimated to be around 30%-40% of the US 20M−150M average budget for AAA games [Bar19]. To agile the content creation process, procedural content generation is an alternative to manual design of the game assets, providing techniques to automate the content generation [Hen13].…”
Section: Literature Reviewmentioning
confidence: 99%
“…Algorithm Characteristics [47] Fractal noise, e.g., Perlin noise Interpolation discontinuity of the second-order and nonoptimal gradient calculation [48] Midpoint displacement algorithm The midpoint-displacement model for mountains now includes a squig-curve model of a river's path [49] Diamond-square algorithm Terrain height is generated at random from four seed values organized in a grid of points, covering the entire plane in squares [50] Simple collision algorithm Texturing and creating lifelike textures [51] Squarified treemap algorithm In a two-dimensional region, show tree structures [52] Intent-driven partial-order causal link (IPOCL) planning algorithm It solves the constraints of traditional causal dependency planners [53] Long short-term memory (LSTM) Generation of simulated and original game levels and human level trajectories [54] Multidimensional Markov chains The state space of a Markov chain that simulates the behavior of a system is frequently infinite in several dimensions [53] Autoencoder CNN algorithm Heuristic approach for generation of terrains of all kinds Journal of Sensors that can generate terrains for various purposes in other target applications.…”
Section: Referencementioning
confidence: 99%
“…There are many methods for developing game content. These are constructive, searched based, and machine learning-based techniques [ 30 ]. Constructive techniques are fast and effective but are not suitable for complex contents.…”
Section: Related Workmentioning
confidence: 99%