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Introduction into Procedural Content
Generation
Yogie Aditya
Niji Games
Procedural Content Generation
Extra Credits
Procedural Content Generation
• Procedural content generation (PCG) refers to creating game content
automatically, through algorithmic means. -Togelius,Yannakakis, Stanley, Browne
• PCG should ensure that from a few parameters, a large number of possible types
of content can be generated. - Doull
• Procedural Content Generation is the process of using techniques based on AI,
maths and other disciplines to automatically create game content. - University of
Strathclyde
Is PCG totally Random?
Extra Credits
Extra Credits
Opportunities of PCG
• High diversity of the resulting assets

• Faster than any human designer could ever be

• Significantly reduces production costs

• Allows for a mixed-initiative approach to level design

• Content automatically implemented in the engine

• Can save vital system resources

• Players can influence the parameters of the game world
• Possibility of automatically analyzing player behavior
Challenges of PCG
Satisfying a high number of constraints (e.g. full connectivity)
• Finding these constraints and tweaking unintuitive parameters of the
system can degenerate into trial and error
Produce aesthetically pleasing results
• Levels can become too similar to each other
Maximize the expressive range (variety of results)
• Can decrease co-op multiplayer playability
May require spending too much time on inventing a sophisticated level generator
Extra Credits
Extra Credits
Extra Credits
The Ingredients?
• Domain knowledge
• Artificial intelligence
• Structured randomness
• Multi-layering
• Filters, limits & restrictions
• Specialized algorithms
• Gameplay integration
The Ingredients? (Con’t)
Domain Knowledge
• To generate something you need to know it
• PCG typically aims at building an artificial level designer, usually needs domain
knowledge about level design
Artificial Intelligence
• Need algorithms that can work on complex knowledge and generate plausible content
• Search-based methods, L-systems, evolutionary computation, fractals, cellular automata, 

agent-based methods, planning, graphic programming, etc.
PCG Implementation Example
• Koch Snowflakes
• Grid Based
• Chunk-based approach
• Noise
Koch Snowflakes (N = 0)
Koch Snowflakes (N = 1)
Koch Snowflakes (N = 2)
Koch Snowflakes (N = 3)
Koch Snowflakes (N = 4)
Grid Based
Grid Based
Grid Based
Grid Based
Chunk-based approach
Chunk-based approach
Chunk-based approach
Chunk-based approach
Chunk-based approach
Noise
Noise
Noise
That’s all folks!
Thank you
Any Question?
Introduction into Procedural Content Generation by Yogie Aditya

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Introduction into Procedural Content Generation by Yogie Aditya