skip to main content
research-article

Procedural content generation for games: A survey

Published:19 February 2013Publication History
Skip Abstract Section

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 automating, or aiding in, game content generation. PCG-G is difficult, since the generator has to create the content, satisfy constraints imposed by the artist, and return interesting instances for gamers. Despite a large body of research focusing on PCG-G, particularly over the past decade, ours is the first comprehensive survey of the field of PCG-G. We first introduce a comprehensive, six-layered taxonomy of game content: bits, space, systems, scenarios, design, and derived. Second, we survey the methods used across the whole field of PCG-G from a large research body. Third, we map PCG-G methods to game content layers; it turns out that many of the methods used to generate game content from one layer can be used to generate content from another. We also survey the use of methods in practice, that is, in commercial or prototype games. Fourth and last, we discuss several directions for future research in PCG-G, which we believe deserve close attention in the near future.

Skip Supplemental Material Section

Supplemental Material

References

  1. Adams, D. 2002. Automatic generation of dungeons for computer games. B.Sc. thesis, University of Sheffield, UK. www.dcs.shef.ac.uk/intranet/teaching/projects/archive/ug2002/pdf/u9da.pdf.Google ScholarGoogle Scholar
  2. Alexander, C. 1977. A Pattern Language: Towns, Buildings, Construction. Oxford University Press, Oxford, UK.Google ScholarGoogle Scholar
  3. Alt, H., Bodlaender, H. L., van Kreveld, M. J., Rote, G., and Tel, G. 2009. Wooden geometric puzzles: Design and hardness proofs. Theory Comput. Syst. 44, 2, 160--174. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Ashlock, D. 2010. Automatic generation of game elements via evolution. In Proceedings of the IEEE Symposium on Computational Intelligence and Games (CIG). 289--296.Google ScholarGoogle ScholarCross RefCross Ref
  5. Aurenhammer, F. 1991. Voronoi diagrams: A survey of a fundamental geometric data structure. ACM Comput. Surv. 23, 345--405. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Babcock, J. 2005. Cellular automata method for generating random cave-like levels. roguebasin.roguelikedevelopment.org/index.php?title=Cellular_Automata_Method_for_Generating_Random_Cave-Like_Levels.Google ScholarGoogle Scholar
  7. Barron, T. 1999. Multiplayer Game Programming. Prima Publishing. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. Bartle, R. 2003. Designing Virtual Worlds. New Riders Games. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Brathwaite, B. and Schreiber, I. 2008. Challenges for Game Designers. Charles River Media, Inc. Rockland, MA. Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Chan, C., Thawonmas, R., and Chen, K. 2009. Automatic storytelling in comics: A case study on world of warcraft. In Proceedings of the International Conference on Human Factors in Computing Systems. ACM, 3589--3594. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Chen, G., Esch, G., Wonka, P., Müller, P., and Zhang, E. 2008. Interactive procedural street modeling. In Proceedings of the SIGGRAPH Annual Conference on Computer Graphics and Interactive Techniques. ACM, 103. Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. Chen, S., Smith, A. M., Jhala, A., Wardrip-Fruin, N., and Mateas, M. 2010. Rolemodel: Towards a formal model of dramatic roles for story generation. In Proceedings of the Intelligent Narrative Technologies III Workshop. ACM, 17:1--17:8. Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. Cheong, Y., Jhala, A., Bae, B., and Young, R. 2008. Automatically generating summary visualizations from game logs. In Proceedings of the International Conference on Artificial Intelligence and Interactive Digital Entertainment.Google ScholarGoogle Scholar
  14. Chopard, B. and Droz, M. 1998. Cellular Automata Modeling of Physical Systems. Cambridge University Press.Google ScholarGoogle Scholar
  15. Civilization Fanatics. 2005. {map script} full of resources. Community discussion. forums.civfanatics.com/showthread.php?s=7ef168705a794e2c328217a5de2e8589&t=151629.Google ScholarGoogle Scholar
  16. Clyde, D. 2004. Adding realistic rivers to random terrain. GameDev technical article. http://www.dcs.shef.ac.uk/intranet/teaching/projects/archive/ug2002/pdf/u9da.pdf.Google ScholarGoogle Scholar
  17. Colton, S. 2002. Automated puzzle generation. In Proceedings of the Symposium on AI and Creativity in the Arts and Science (AISB'02).Google ScholarGoogle Scholar
  18. Complexity-Gaming. Com. 2008. Incredible wow stats. ComplexityGaming.com community post. www.complexitygaming.com/forums/showthread.php?p=25334.Google ScholarGoogle Scholar
  19. Compton, K. and Mateas, M. 2006. Procedural level design for platform games. In Proceedings of the International Conference on Artificial Intelligence and Interactive Digital Entertainment.Google ScholarGoogle Scholar
  20. Davidsson, P. 2001. Multi agent based simulation: Beyond social simulation. In Multi-Agent-Based Simulation, S. Moss and P. Davidsson, Eds., Lecture Notes in Computer Science, vol. 1979, Springer, 141--155. Google ScholarGoogle ScholarDigital LibraryDigital Library
  21. de Berg, M., Cheong, O., van Kreveld, M., and Overmars, M. 2008. Computational Geometry: Algorithms and Applications 3rd Ed. Springer. Google ScholarGoogle ScholarDigital LibraryDigital Library
  22. de Carpentier, G. J. P. and Bidarra, R. 2009. Interactive gpu-based procedural heightfield brushes. In Proceedings of the International Conference on Foundations of Digital Games (FDG'09). ACM, 55--62. Google ScholarGoogle ScholarDigital LibraryDigital Library
  23. Deussen, O., Hanrahan, P., Lintermann, B., Mech, R., P Harr, M., and Prusinkiewicz, P. 1998. Realistic modeling and rendering of plant ecosystems. In Proceedings of the SIGGRAPH Annual Conference on Computer Graphics and Interactive Techniques. ACM, 275--286. Google ScholarGoogle ScholarDigital LibraryDigital Library
  24. Deussen, O. and Lintermann, B. 1999. Interactive modeling of plants. IEEE Comp. Graph. Appl. 19, 56--65. Google ScholarGoogle ScholarDigital LibraryDigital Library
  25. Doran, J. and Parberry, I. 2010. Controlled procedural terrain generation using software agents. IEEE Trans. Comput. Intell. AI Games 2, 2, 111--119.Google ScholarGoogle ScholarCross RefCross Ref
  26. Dormans, J. 2010. Adventures in level design: Generating missions and spaces for action adventure games. In Proceedings of the Workshop on Procedural Content Generation in Games. ACM, 1--8. Google ScholarGoogle ScholarDigital LibraryDigital Library
  27. Dorsey, J. and Rushmeier, H. 2009. Advanced material appearance modeling. ACM SIGGRAPH Courses (SIGGRAPH'09). ACM, New York, 1--134. Google ScholarGoogle ScholarDigital LibraryDigital Library
  28. Doull, A. 2007a. Unangband dungeon generation, parts 1--9. roguelikedeveloper.blogspot.com/2007/11/unangband-dungeon-generation-part-one.html.Google ScholarGoogle Scholar
  29. Doull, A. 2007b. Wilderness generation using voronoi diagrams - part i. roguelikedeveloper.blogspot.com/2007/07/wilderness-generation-using-voronoi.html.Google ScholarGoogle Scholar
  30. Ebert, D. S., Musgrave, F. K., Peachey, D., Perlin, K., and Worley, S. 2002. Texturing and Modeling: A Procedural Approach 3rd Ed. Morgan Kaufmann Publishers Inc., San Francisco, CA. Google ScholarGoogle ScholarDigital LibraryDigital Library
  31. Edelstein-Keshet, L. 2005. Mathematical Models in Biology. Classics in Applied Mathematics Series, vol. 46, SIAM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  32. Edwards, B. 1989. Drawing on the Right Side of the Brain. The Putnam Publishing Group, New York.Google ScholarGoogle Scholar
  33. Edwards, M. 2011. Algorithmic composition: Computational thinking in music. Comm. ACM 54, 58--67. Google ScholarGoogle ScholarDigital LibraryDigital Library
  34. Elas, T. 2010. The cost of creating and maintaining an MMORPG. Tham's Blog. www.thamelas.com/2010/02/12/the-cost-of-creating-and-maintaining-an-mmorpg/.Google ScholarGoogle Scholar
  35. ESA. 2010. Essential facts about the computer and video game industry: Sales, demographics, and usage data. Ann. rep., series 2003--2009. http://www.theesa.com.Google ScholarGoogle Scholar
  36. Fairclough, C. and Cunningham, P. 2003. A multiplayer case based story engine. In Proceedings of the 4th International Conference on Intelligent Games and Simulation (GAME-ON). 41--46.Google ScholarGoogle Scholar
  37. Farbrausch Prod. 2006. Website of .kkrieger producer, .theprodukkt. http://www.theprodukkt.com/.Google ScholarGoogle Scholar
  38. Farnell, A. 2007. An introduction to procedural audio and its application in computer games. In Proceedings of the Audio Mostly Conference.Google ScholarGoogle Scholar
  39. Fields, T. 2010. Distributed Game Development: Harnessing Global Talent to Create Winning Games. Focal Press.Google ScholarGoogle Scholar
  40. Flake, G. 1999. The Computational Beauty of Nature. MIT Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  41. Frade, M., de Vega, F. F., and Cotta, C. 2010. Evolution of artificial terrains for video games based on accessibility. In Proceedings of the International Conference on Applications of Evolutionary Computation (EvoApplicatons'10). Lecture Notes in Computer Science, vol. 6024, Springer, 90--99. Google ScholarGoogle ScholarDigital LibraryDigital Library
  42. FreeCiv Community. 2005. Map comparison. Community discussion. www.samiam.org/freeciv/.Google ScholarGoogle Scholar
  43. Garfield, R. 2000. Metagames. Horsemen of the Apocalypse: Essays on Roleplaying. Reproduced as Lost in the Shuffle:Games Within Games. http://www.wizards.com/Magic/magazine/Article.aspx?x=mtg/daily/feature/96.Google ScholarGoogle Scholar
  44. Gervás, P., Díaz-Agudo, B., Peinado, F., and Hervás, R. 2004. Story plot generation based on CBR. Appl. Innov. Intell. Syst. 12, 33--46.Google ScholarGoogle Scholar
  45. Göbel, S., Spierling, U., Hoffmann, A., Iurgel, I., Schneider, O., Dechau, J., and Feix, A., Eds. 2004. In Proceedings of the 2nd International Conference on Technologies for Interactive Digital Storytelling and Entertainment.Google ScholarGoogle Scholar
  46. Goldberg, D. 1989. Genetic Algorithms in Search, Optimization, and Machine Learning. Addison-Wesley Professional. Google ScholarGoogle ScholarDigital LibraryDigital Library
  47. Gonzalez, D. and Greene, J. 2012. NPPAngband release NPP050. https://github.com/nppangband/.Google ScholarGoogle Scholar
  48. Greuter, S., Parker, J., Stewart, N., and Leach, G. 2003. Real-Time procedural generation of ‘pseudo infinite’ cities. In Proceedings of the International Conference on Computer Graphics and Interactive Techniques in Australasia and South East Asia. 87--95. Google ScholarGoogle ScholarDigital LibraryDigital Library
  49. Groenewegen, S., Smelik, R., de Kraker, K., and Bidarra, R. 2009. Procedural city layout generation based on urban land use models. In Proceedings of the 30th Annual Conference of the European Association for Computer Graphics (Eurographics'09). 45--48.Google ScholarGoogle Scholar
  50. Hammes, J. 2001. Modeling of ecosystems as a data source for real-time terrain rendering. In Proceedings of the 1st International Symposium on Digital Earth Moving (DEM'01). Lecture Notes in Computer Science, vol. 2181, Springer, 98. Google ScholarGoogle ScholarDigital LibraryDigital Library
  51. Hartsook, K., Zook, A., Das, S., and Riedl, M. 2011. Toward supporting stories with procedurally generated game worlds. In Proceedings of the IEEE Conference on Computational Intelligence and Games (CIG'11). 297--304.Google ScholarGoogle Scholar
  52. Hastings, E., Guha, R., and Stanley, K. 2009. Automatic content generation in the galactic arms race video game. IEEE Trans. Comput. Intell. AI Games 1, 4, 245--263.Google ScholarGoogle ScholarCross RefCross Ref
  53. Haykin, S. 1994. Neural Networks: A Comprehensive Foundation. Prentice Hall PTR, Upper Saddle River, NJ. Google ScholarGoogle ScholarDigital LibraryDigital Library
  54. Hidalgo, J., Camahort, E., Abad, F., and Vicent, M. 2008. Procedural graphics model and behavior generation. In Proceedings of the International Conference on Computational Science (ICCS'08). Lecture Notes in Computer Science, vol. 5102, Springer, 106--115. Google ScholarGoogle ScholarDigital LibraryDigital Library
  55. Hillberry, J. D. 1999. Drawing Realistic Textures in Pencil. North Light Books, Cincinnati, OH.Google ScholarGoogle Scholar
  56. Hom, V. and Marks, J. 2007. Automatic design of balanced board games. In Proceedings of the International Conference on Artificial Intelligence and Interactive Digital Entertainment. 25--30.Google ScholarGoogle Scholar
  57. Ign Australia. 2008. The ten commandments of diablo iii. Tech. rep. uk.pc.ign.com/articles/888/888189p1.html.Google ScholarGoogle Scholar
  58. Iosup, A. 2009. Poggi: Puzzle-Based online games on grid infrastructures. In Proceedings of the European Conference on Parallel Processing (Euro-Par). Lecture Notes in Computer Science, vol. 5704, Springer, 390--403. Google ScholarGoogle ScholarDigital LibraryDigital Library
  59. Iosup, A. 2011. POGGI: Generating puzzle instances for online games on grid infrastructures. Concur. Comput.: Pract. Exper. 23, 2, 158--171. Google ScholarGoogle ScholarDigital LibraryDigital Library
  60. Iosup, A., L Ascateu, A., and Tapus, N. 2010. CAMEO: Enabling social networks for massively multiplayer online games through continuous analytics and cloud computing. In Proceedings of the ACM/IEEE Symposium on Network and Systems Support for Games (NetGames'10). 1--6. Google ScholarGoogle ScholarDigital LibraryDigital Library
  61. Irish, D. 2005. The Game Producer's Handbook. Course Technology PTR. Google ScholarGoogle ScholarDigital LibraryDigital Library
  62. Jennings-Teats, M., Smith, G., and Wardrip-Fruin, N. 2010. Polymorph: Dynamic difficulty adjustment through level generation. In Proceedings of the Workshop on Procedural Content Generation in Games (PCGames '10). ACM, 11:1--11:4. Google ScholarGoogle ScholarDigital LibraryDigital Library
  63. Johnson, L., Yannakakis, G. N., and Togelius, J. 2010a. Cellular automata for real-time generation of infinite cave levels. In Proceedings of the Workshop on Procedural Content Generation in Games (PCGames'10). ACM, 10:1--10:4. Google ScholarGoogle ScholarDigital LibraryDigital Library
  64. Johnson, L., Yannakakis, G. N., and Togelius, J. 2010b. Cellular automata for real-time generation of infinite cave levels. In Proceedings of the Workshop on Procedural Content Generation in Games (PCGames'10). ACM, 1--8. Google ScholarGoogle ScholarDigital LibraryDigital Library
  65. Johnson, S. 2006. The long zoom. www.nytimes.com/2006/10/08/magazine/08games.htmlGoogle ScholarGoogle Scholar
  66. Kelly, G. and McCabe, H. 2006. A survey of procedural techniques for city generation. ITB J. 14, 87--130.Google ScholarGoogle Scholar
  67. Kelly, G. and McCabe, H. 2007. Citygen: An interactive system for procedural city generation. In Proceedings of the 5th International Conference on Game Design and Technology. 8--16.Google ScholarGoogle Scholar
  68. Kim, J. H., Gunn, D. V., Schuh, E., Phillips, B., Pagulayan, R. J., and Wixon, D. R. 2008. Tracking real-time user experience (TRUE): A comprehensive instrumentation solution for complex systems. In Proceedings of the SCGCHI Conference on Human Factors in Computing Systems. Google ScholarGoogle ScholarDigital LibraryDigital Library
  69. Krueger, B. D., Brand, O., and Burton, D. 2005. Reinventing your company without reinventing the wheel. In Proceedings of the Game Developers Conference.Google ScholarGoogle Scholar
  70. Kushner, D. 2003. Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture. Random House, New York. Google ScholarGoogle ScholarDigital LibraryDigital Library
  71. Larive, M. and Gaildrat, V. 2006. Wall grammar for building generation. In Proceedings of the International Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia. ACM, 437. Google ScholarGoogle ScholarDigital LibraryDigital Library
  72. Lechner, T., Watson, B., and Wilensky, U. 2003. Procedural city modeling. In Proceedings of the 1st Midwestern Graphics Conference.Google ScholarGoogle Scholar
  73. Lecky-Thompson, G. W. 2001. Infinite game universe: Mathematical techniques. In Advances in Computer Graphics and Game Development, Charles River Media. Google ScholarGoogle ScholarDigital LibraryDigital Library
  74. Lefebvre, S. and Neyret, F. 2003. Pattern based procedural textures. In Proceedings of the Symposium on Interactive 3D Graphics. 203--212. Google ScholarGoogle ScholarDigital LibraryDigital Library
  75. Li, B. and Riedl, M. 2010. An offline planning approach to game plotline adaptation. In Proceedings of the 6th AI and Interactive Digital Entertainment Conference.Google ScholarGoogle Scholar
  76. Loguidice, B. and Barton, M. 2009. Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time. Elsevier Focal Press.Google ScholarGoogle Scholar
  77. Loomis, A. 1951. Successful Drawing. The Viking Press, New York.Google ScholarGoogle Scholar
  78. Machinima.Com. 2011. Machinima.Google ScholarGoogle Scholar
  79. Manocha, D., Calamia, P., Lin, M. C., Manocha, D., Savioja, L., and Tsingos, N. 2009. Interactive sound rendering. ACM SIGGRAPH Courses (SIGGRAPH'09). ACM, New York, 1--338. Google ScholarGoogle ScholarDigital LibraryDigital Library
  80. Martin, J. 2006. Procedural house generation: A method for dynamically generating floor plans. In Proceedings of the Symposium on Interactive 3D Graphics and Games. 1--2.Google ScholarGoogle Scholar
  81. Mateas, M. and Stern, A. 2005. Procedural authorship: A case-study of the interactive drama facade. In Proceedings of the Conference on Digital Arts and Culture: Digital Experience: Design, Aesthetics, Practice (DAC'05). 1--8.Google ScholarGoogle Scholar
  82. Mondet, S., Cheng, W., Morin, G., Grigoras, R., Boudon, F., and Ooi, W. T. 2009. Compact and progressive plant models for streaming in networked virtual environments. ACM Trans. Multimedia Comput. Comm. Appl. 5, 3, 21:1--21:22. Google ScholarGoogle ScholarDigital LibraryDigital Library
  83. Moss, W., Yeh, H., Hong, J.-M., L In, M. C., and Manocha, D. 2010. Sounding liquids: Automatic sound synthesis from fluid simulation. ACM Trans. Graph. 29, 21:1--21:13. Google ScholarGoogle ScholarDigital LibraryDigital Library
  84. Muller, P., Wonka, P., Haegler, S., Ulmer, A., and van Gool, L. 2006. Procedural modeling of buildings. In ACM SIGGRAPH'06 Papers, ACM, 623. Google ScholarGoogle ScholarDigital LibraryDigital Library
  85. Murray, J. H. 1997. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. The Free Press, New York. Google ScholarGoogle ScholarDigital LibraryDigital Library
  86. nareyek, A. 2007. Game ai is dead. Long live game ai! IEEE Intell. Syst. 22, 9--11. Google ScholarGoogle ScholarDigital LibraryDigital Library
  87. Nelson, M. J. and Mateas, M. 2007. Towards automated game design. In Proceedings of the Congress of the Italian Association for Artificial Intelligence on AI*IA. Springer, 626--637. Google ScholarGoogle ScholarDigital LibraryDigital Library
  88. Nitsche, M. 2009. Video Game Spaces: Image, Play, and Structure in 3D Worlds. MIT Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  89. Norman, D. A. 2002. The Design of Everyday Things. Basic Books. Google ScholarGoogle ScholarDigital LibraryDigital Library
  90. Orwant, J. 2000. Eggg: Automated programming for game generation. IBM Syst. J. 39, 782--794. Google ScholarGoogle ScholarDigital LibraryDigital Library
  91. Parish, Y. and Muller, P. 2001. Procedural modeling of cities. In Proceedings of the SIGGRAPH Annual Conference on Computer Graphics and Interactive Techniques. ACM, 301--308. Google ScholarGoogle ScholarDigital LibraryDigital Library
  92. Patel, A. 2010. Polygonal map generation. www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/.Google ScholarGoogle Scholar
  93. Pell, B. 1993. METAGAME in symmetric chess-like games. Tech. rep. UCAM-CL-TR-277, University of Cambridge, Computer Laboratory.Google ScholarGoogle Scholar
  94. Perlin, K. 1985. An image synthesizer. SIGGRAPH Comput. Graph. 19, 287--296. Google ScholarGoogle ScholarDigital LibraryDigital Library
  95. Perlin, K. 1990. Making noise. http://www.noisemachine.com/talk1/.Google ScholarGoogle Scholar
  96. Pi, X., Song, J., Zeng, L., and Li, S. 2006. Procedural terrain detail based on patch-lod algorithm. In Edutainment, Z. Pan, R. Aylett, H. Diener, X. Jin, S. Göbel, and L. Li, Eds. Lecture Notes in Computer Science, Springer, 913--920. Google ScholarGoogle ScholarDigital LibraryDigital Library
  97. Pizzi, D., Lugrin, J., Whittaker, A., and Cavazza, M. 2010. Automatic generation of game level solutions as storyboards. IEEE Trans. Comput. Intell. AI Games 2, 3, 149--161.Google ScholarGoogle ScholarCross RefCross Ref
  98. Procedural Content Generation Wiki. 2009. Eve online. Tech. rep. http://pcg.wikidot.com/pcg-games.Google ScholarGoogle Scholar
  99. Propp, V. 1968. Morphology of the Folktale. University of Texas Press.Google ScholarGoogle Scholar
  100. Prusinkiewicz, P. and Hammel, M. 1993. Fractal model of mountains with rivers. In Proceeding of the Canadian Conference on Graphics Interface. 174--180.Google ScholarGoogle Scholar
  101. Pullen, W. 2011. Think labyrinth: Maze classification, creation algorithms, and solving algorithms page. www.astrolog.org/labyrnth/algrithm.htm.Google ScholarGoogle Scholar
  102. Re, A., Abad, F., Camahort, E., and Juan, M. C. 2009. Tools for procedural generation of plants in virtual scenes. In Proceedings of the International Conference on Computational Science (ICCS). Springer, 801--810. Google ScholarGoogle ScholarDigital LibraryDigital Library
  103. Reynolds, C. 1987. Flocks, herds and schools: A distributed behavioral model. ACM SIGGRAPH Comput. Graph. 21, 4, 25--34. Google ScholarGoogle ScholarDigital LibraryDigital Library
  104. Reynolds, C. 2010a. Using interactive evolution to discover camouflage patterns. In Proceedings of the SIGGRAPH (Posters). ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  105. Reynolds, D. 2010b. The cost to make a quality MMORPG. www.whatmmorpg.com/cost-to-make-a-quality-mmorpg.php.Google ScholarGoogle Scholar
  106. Riedl, M. and Leon, C. 2009. Generating story analogues. In Proceedings of the International Conference on Artificial Intelligence and Interactive Digital Entertainment.Google ScholarGoogle Scholar
  107. Riedl, M., Thue, D., and Bulitko, V. 2011. Game AI as Storytelling. vol. 125, Springer.Google ScholarGoogle Scholar
  108. Roden, T. and Parberry, I. 2005. Clouds and stars: efficient real-time procedural sky rendering using 3d hardware. In Proceedings of the ACM SIGCHI International Conference on Advances in Computer Entertainment Technology (ACE'05). ACM, 434--437. Google ScholarGoogle ScholarDigital LibraryDigital Library
  109. Rossignol, J. 2008. This Gaming Life: Travels in Three Cities. University of Michigan Press. Google ScholarGoogle ScholarDigital LibraryDigital Library
  110. Russell, S., Norvig, P., Canny, J., Malik, J., and Edwards, D. 1995. Artificial Intelligence: A Modern Approach. Prentice Hall Englewood Cliffs, NJ. Google ScholarGoogle ScholarDigital LibraryDigital Library
  111. Schmidhuber, J. 2002. Exploring the predictable. In Advances in Evolutionary Computing, A. Ghosh and S. Tsuitsui, Eds., Springer, 579--612. Google ScholarGoogle ScholarDigital LibraryDigital Library
  112. Sexton, C. and Watson, B. 2010. Vectorization of gridded urban land use data. In Proceedings of the Workshop on Procedural Content Generation in Games (PCGames'10). ACM, 5:1--5:8. Google ScholarGoogle ScholarDigital LibraryDigital Library
  113. Shaker, N., Yannakakis, G., and Togelius, J. 2010. Towards automatic personalized content generation for platform games. In Proceedings of the International Conference on Artificial Intelligence and Interactive Digital Entertainment. 63--68.Google ScholarGoogle Scholar
  114. Sims, K. 1991. Artificial evolution for computer graphics. In Proceedings of the 18th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH'91). ACM, 319--328. Google ScholarGoogle ScholarDigital LibraryDigital Library
  115. Skorupski, J. and Mateas, M. 2010. Novice-friendly authoring of plan-based interactive storyboards. In Proceedings of the International Conference on Artificial Intelligence and Interactive Digital Entertainment (Poster).Google ScholarGoogle Scholar
  116. Smelik, R., de Kraker, K., Tutenel, T., Bidarra, R., and Groenewegen, S. 2009. A survey of procedural methods for terrain modelling. In Proceedings of the CASA Workshop on 3D Advanced Media In Gaming and Simulation (3AMIGAS). 25--34.Google ScholarGoogle Scholar
  117. Smelik, R., Tutenel, T., de Kraker, K. J., and Bidarra, R. 2010. Integrating procedural generation and manual editing of virtual worlds. In Proceedings of the Workshop on Procedural Content Generation in Games (PCGames'10). ACM, 2:1--2:8. Google ScholarGoogle ScholarDigital LibraryDigital Library
  118. Smith, A. M. and Mateas, M. 2010. Variations Forever: Flexibly generating rulesets from a sculptable design space of minigames. In Proceedings of the IEEE Symposium on Computational Intelligence and Games (CIG). IEEE, 111--118.Google ScholarGoogle Scholar
  119. Smith, G., Treanor, M., Whitehead, J., and Mateas, M. 2009. Rhythm-based level generation for 2d platformers. In Proceedings of the International Conference on Foundations of Digital Games. ACM, 175--182. Google ScholarGoogle ScholarDigital LibraryDigital Library
  120. Smith, G. and Whitehead, J. 2010. Analyzing the expressive range of a level generator. In Proceedings of the Workshop on Procedural Content Generation in Games (PCGames'10). ACM, 4:1--4:7. Google ScholarGoogle ScholarDigital LibraryDigital Library
  121. Smith, G., Whitehead, J., and Mateas, M. 2010. Tanagra: A mixed-initiative level design tool. In Proceedings of the International Conference on the Foundations of Digital Games (FDG'10). ACM, 209--216. Google ScholarGoogle ScholarDigital LibraryDigital Library
  122. Smith, Adam M. 2009. Cfml: The context-free music language. http://eis-blog.ucsc.edu/2009/11/cfml-the-context-free-music-language/.Google ScholarGoogle Scholar
  123. Sorenson, N. and Pasquier, P. 2010. Towards a generic framework for automated video game level creation. In Proceedings of the International Conference on Applications of Evolutionary Computation (EvoApplicatons'10). Lecture Notes in Computer Science, vol. 6024, Springer, 131--140. Google ScholarGoogle ScholarDigital LibraryDigital Library
  124. Speedtree.Com. 2011. Speedtree list of games.Google ScholarGoogle Scholar
  125. Strogatz, S. H. 1994. Nonlinear Dynamics and Chaos: With Applications to Physics, Biology, Chemistry, and Engineering. Perseus Books Publishing, LLC.Google ScholarGoogle Scholar
  126. Sun, J., Yu, X., Baciu, G., and Green, M. 2002. Template-Based generation of road networks for virtual city modeling. In Proceedings of the ACM Symposium on Virtual Reality Software and Technology (VRST'02). ACM, 33--40. Google ScholarGoogle ScholarDigital LibraryDigital Library
  127. Takatsuki, Y. 2007. Cost headache for game developers. news.bbc.co.uk/2/hi/business/7151961.stm.Google ScholarGoogle Scholar
  128. Taylor, J. and Parberry, I. 2010. Computerized clutter: How to make a virtual room look lived-in. Tech. rep. LARC-2010-01, University of North Texas.Google ScholarGoogle Scholar
  129. Tentonhammer.Com. 2009. Incarna Incarnate: An EVE Online Q&A with Torfi Frans Olafsson. www.tentonhammer.com/node/75367.Google ScholarGoogle Scholar
  130. Togelius, J. and Schmidhuber, J. 2008. An experiment in automatic game design. In Proceedings of the IEEE Symposium on Computational Intelligence and Games (CIG). IEEE, 111--118.Google ScholarGoogle Scholar
  131. Togelius, J., Yannakakis, G. N., Stanley, K. O., and Browne, C. 2010. Search-based procedural content generation. In Proceedings of the International Conference on Applications of Evolutionary Computation (EvoApplicatons'10). Lecture Notes in Computer Science, vol. 6024. Springer, 141--150. Google ScholarGoogle ScholarDigital LibraryDigital Library
  132. van Basten, B. J. H., Peeters, P. W. A. M., and Egges, A. 2010. The step space: example-based footprint-driven motion synthesis. J. Vis. Comput. Anim. 21, 3-4, 433--441. Google ScholarGoogle ScholarDigital LibraryDigital Library
  133. van Verth, J. M. and B Ishop, L. M. 2008. Essential Mathematics for Games and Interactive Applications: A Programmer's Guide 2nd Ed. Elsevier Morgan Kaufmann Publishers. Google ScholarGoogle ScholarDigital LibraryDigital Library
  134. van Welbergen, H., van Basten, B. J. H., Egges, A., Ruttkay, Z., and Overmars, M. H. 2010. Real time animation of virtual humans: A trade-off between naturalness and control. Comput. Graph. Forum 29, 8, 2530--2554.Google ScholarGoogle ScholarCross RefCross Ref
  135. Video Game Sales Wiki. 2009. Video game costs. vgsales.wikia.com/wiki/Video_game_costs.Google ScholarGoogle Scholar
  136. Weber, B., Muller, P., Wonka, P., and Gross, M. 2009. Interactive geometric simulation of 4D cities. Comput. Graph. Forum. 28, 481--492.Google ScholarGoogle ScholarCross RefCross Ref
  137. Weber, J. and Penn, J. 1995. Creation and rendering of realistic trees. In Proceedings of the SIGGRAPH Annual Conference on Computer Graphics and Interactive Techniques. ACM, 119--128. Google ScholarGoogle ScholarDigital LibraryDigital Library
  138. Whitehead, J. 2010. Toward proccedural decorative ornamentation in games. In Proceedings of the Workshop on Procedural Content Generation in Games (PCGames'10). ACM, 9:1--9:4. Google ScholarGoogle ScholarDigital LibraryDigital Library
  139. Wixon, D. R. and Pagulayan, R. J. 2008. That's entertainmnt - Halo 3: The theory and practice of a research-design partnership. Interactions 15, 1, 52--55. Google ScholarGoogle ScholarDigital LibraryDigital Library
  140. Wonka, P., Wimmer, M., Sillion, F., and Ribarsky, W. 2003. Instant architecture. ACM Trans. Graph. 22, 669--677. Google ScholarGoogle ScholarDigital LibraryDigital Library
  141. Yu, D. 2008. Spelunky. Game and Source code. http://www.derekyu.com/games/.Google ScholarGoogle Scholar

Index Terms

  1. Procedural content generation for games: A survey

              Recommendations

              Comments

              Login options

              Check if you have access through your login credentials or your institution to get full access on this article.

              Sign in

              Full Access

              • Published in

                cover image ACM Transactions on Multimedia Computing, Communications, and Applications
                ACM Transactions on Multimedia Computing, Communications, and Applications  Volume 9, Issue 1
                February 2013
                158 pages
                ISSN:1551-6857
                EISSN:1551-6865
                DOI:10.1145/2422956
                Issue’s Table of Contents

                Copyright © 2013 ACM

                Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

                Publisher

                Association for Computing Machinery

                New York, NY, United States

                Publication History

                • Published: 19 February 2013
                • Revised: 1 December 2011
                • Accepted: 1 December 2011
                • Received: 1 February 2011
                Published in tomm Volume 9, Issue 1

                Permissions

                Request permissions about this article.

                Request Permissions

                Check for updates

                Qualifiers

                • research-article
                • Research
                • Refereed

              PDF Format

              View or Download as a PDF file.

              PDF

              eReader

              View online with eReader.

              eReader