Compositional procedural content generation

Julian Togelius, Tróndur Justinussen, Anders Hartzen

    Research output: Contribution to conferencePaperpeer-review

    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 languageEnglish (US)
    Pages66-69
    Number of pages4
    StatePublished - 2012
    Event3rd 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 2012Jun 1 2012

    Other

    Other3rd Workshop on Procedural Content Generation in Games, PCG 2012, Organized in Conjunction with the Foundations of Digital Games Conference, FDG 2012
    Country/TerritoryUnited States
    CityRaleigh, NC
    Period5/29/126/1/12

    ASJC Scopus subject areas

    • Computer Graphics and Computer-Aided Design
    • Human-Computer Interaction
    • Software

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