Abstract
We consider the strengths and drawbacks of various procedural content generation methods, and how they could be combined to hybrid methods that retain the advantages and avoid the disadvantages of their constituent methods. One answer is composition, where one method is nestled inside another. As an example, we present a hybrid evolutionary-ASP dungeon generator.
Original language | English (US) |
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Pages | 66-69 |
Number of pages | 4 |
State | Published - 2012 |
Event | 3rd Workshop on Procedural Content Generation in Games, PCG 2012, Organized in Conjunction with the Foundations of Digital Games Conference, FDG 2012 - Raleigh, NC, United States Duration: May 29 2012 → Jun 1 2012 |
Other
Other | 3rd Workshop on Procedural Content Generation in Games, PCG 2012, Organized in Conjunction with the Foundations of Digital Games Conference, FDG 2012 |
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Country/Territory | United States |
City | Raleigh, NC |
Period | 5/29/12 → 6/1/12 |
ASJC Scopus subject areas
- Computer Graphics and Computer-Aided Design
- Human-Computer Interaction
- Software