2011
DOI: 10.1109/tciaig.2011.2148116
|View full text |Cite
|
Sign up to set email alerts
|

Search-Based Procedural Content Generation: A Taxonomy and Survey

Abstract: Abstract-The focus of this survey is on research in applying evolutionary and other metaheuristic search algorithms to automatically generating content for games, both digital and non-digital (such as board games). The term search-based procedural content generation is proposed as the name for this emerging field, which at present is growing quickly. A taxonomy for procedural content generation is devised, centering on what kind of content is generated, how the content is represented and how the quality/fitnes… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
424
0
2

Year Published

2013
2013
2019
2019

Publication Types

Select...
4
3
1

Relationship

2
6

Authors

Journals

citations
Cited by 519 publications
(426 citation statements)
references
References 63 publications
0
424
0
2
Order By: Relevance
“…The existing system SMB used to generate the whole level segments by segments either based on the rhythm of the player interaction [10], with a partial human interaction [7], [8], the other technique is by using evolutionary algorithm where online(during execution or active play sessions) monitoring is done to check the player interaction and the algorithm adaptive to the player's difficulty handling [12], [13] or used the Long Short-Term Memory recurrent neural networks (LSTMs) [11] for the purpose of generating levels trained from Super Mario Bros. The quality assurance is the main focus in the content generation, this can be generally categorized into two main techniques in developing such mechanism [1], [6], [15]: deductive and inductive. The problem with using the deductive technique is that the developers will need all perquisites of the whole content space before generation of the segments with proper rule and this becomes especially complicated when the content space is too large such implementation may not be impossible but will not lead to proper rule/training sets and may often create problems in Procedural Content Generation (PCG).…”
Section: A Overviewmentioning
confidence: 99%
See 1 more Smart Citation
“…The existing system SMB used to generate the whole level segments by segments either based on the rhythm of the player interaction [10], with a partial human interaction [7], [8], the other technique is by using evolutionary algorithm where online(during execution or active play sessions) monitoring is done to check the player interaction and the algorithm adaptive to the player's difficulty handling [12], [13] or used the Long Short-Term Memory recurrent neural networks (LSTMs) [11] for the purpose of generating levels trained from Super Mario Bros. The quality assurance is the main focus in the content generation, this can be generally categorized into two main techniques in developing such mechanism [1], [6], [15]: deductive and inductive. The problem with using the deductive technique is that the developers will need all perquisites of the whole content space before generation of the segments with proper rule and this becomes especially complicated when the content space is too large such implementation may not be impossible but will not lead to proper rule/training sets and may often create problems in Procedural Content Generation (PCG).…”
Section: A Overviewmentioning
confidence: 99%
“…Procedural content generation is used to generate game content dynamically [1] either fully or partially, could be model based or model free and can be based on online content generation i.e. real-time time content generation or offline content generation i.e.…”
Section: Introductionmentioning
confidence: 99%
“…[2, [4][5][6][7]). These, however, aim for an optimum appearance or a slightly varied play experience, rather than the highly diverse challenges that concern us here.…”
Section: Related Workmentioning
confidence: 99%
“…Martin and Hughes [2] and in the video games field, where it is called Procedural Content Generation (PCG) e.g. Togelius et al [4,5]. PCG is often used in situations where the manual creation of content would be prohibitively time-consuming or expensive [6].…”
Section: Introductionmentioning
confidence: 99%
“…Generating dungeons has also been a fertile research topic as summarized by [1]; algorithmic approaches using constraints [2], grammars [3] and genetic algorithms [4] have been successfully applied to this task. This paper introduces a method where procedural personas act as critics in a searchbased procedural content generation (SBPCG) framework [5]. Procedural personas are artificial agents which represent archetypical player behaviors (e.g.…”
Section: Introductionmentioning
confidence: 99%