This chapter describes commonly used methods for PCG, both methods primarily used for runtime generation in roguelikes and other PCG-heavy games, and methods that are currently mostly explored in research labs. The chapter is organized according to the type of method. Constructive methods, which are diverse, content-specific, and generally fast, are presented first. Search-based methods, presented next, represent the application of evolutionary computation methods such as generic algorithms and quality diversity to PCG problems. The chapter ends with a thorough coverage of newer PCG methods built on machine learning, including supervised, self-supervised, and reinforcement learning.

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Methods for Generating Content

  • Georgios N. Yannakakis,
  • Julian Togelius

摘要

This chapter describes commonly used methods for PCG, both methods primarily used for runtime generation in roguelikes and other PCG-heavy games, and methods that are currently mostly explored in research labs. The chapter is organized according to the type of method. Constructive methods, which are diverse, content-specific, and generally fast, are presented first. Search-based methods, presented next, represent the application of evolutionary computation methods such as generic algorithms and quality diversity to PCG problems. The chapter ends with a thorough coverage of newer PCG methods built on machine learning, including supervised, self-supervised, and reinforcement learning.