2020
DOI: 10.24018/ejers.2020.5.12.2293
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Using Cellular Automata as a Basis for Procedural Generation of Organic Cities

Abstract: Procedural content generation (PCG) methods are commonly employed in computer games, simulations, and other related industries. While these methods are used for levels, terrains, stories and missions, their usage for procedural city generation is relatively rare because cities are heterogeneous structures with different components such as roads, layouts and buildings that depend on and affect each other. Additionally, ancient cities grew organically to areas that are safe and to those that provide food and wat… Show more

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