2013
DOI: 10.1145/2422956.2422957
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Procedural content generation for games

Abstract: 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 automatin… Show more

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Cited by 409 publications
(217 citation statements)
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References 66 publications
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“…Actually, game assets include any piece of data that can be used by a game engine aside from code, scripts, and documentation. The elementary unit of game assets can be referred to as a game bit [58] and typically has no value when considered independently. There are two categories of bits: characters, which can be an asset that interacts in a simulated environment, and abstract bits, which are kinds of sound and texture that can be used together to produce a concrete bit.…”
Section: Game Asset Managementmentioning
confidence: 99%
See 1 more Smart Citation
“…Actually, game assets include any piece of data that can be used by a game engine aside from code, scripts, and documentation. The elementary unit of game assets can be referred to as a game bit [58] and typically has no value when considered independently. There are two categories of bits: characters, which can be an asset that interacts in a simulated environment, and abstract bits, which are kinds of sound and texture that can be used together to produce a concrete bit.…”
Section: Game Asset Managementmentioning
confidence: 99%
“…De Carli et al [59] and Hendrikx et al [58] carried out a survey of procedural content generation techniques for game development. Animation in games is considered an important asset because it has a great impact on game performance [60] .…”
Section: Game Asset Managementmentioning
confidence: 99%
“…One of the most promising areas in this field is Procedural Content Generation (PCG) which consists of generating game content through algorithms instead of creating it by hand, and refers to each component that makes up a video game except from the behaviour of the non-playable characters (NPCs) [2,3]. Some examples of content susceptible to generation are maps, terrains, weapons, items, music or even the game's rules [4].…”
Section: Introductionmentioning
confidence: 99%
“…Presently, procedural content generation is a vibrant field of research with a large number of papers related to these techniques (the reader can find an analysis about the diversity of the content that may be generated in a procedural manner in [3]). A recurring objective is to generate levels/maps for a platform game.…”
Section: Introductionmentioning
confidence: 99%
“…Procedural generation [14] has been used in many kinds of games [17,5], and thus, the call for high-quality PCG is clear [8]. However, evaluating the PCG brings issues [4,16], such as how to balance between the criteria of high quality and high variability.…”
Section: Introductionmentioning
confidence: 99%