The final chapter of the PCG part of the book discusses content generation from the perspective of the type of content that is being generated. This chapter includes a large number of examples. The first section discusses levels, the perhaps most common type of artifact to be procedurally generated both in research and deployment. This is followed by examples of generating visuals, audio, and narrative. We then discuss the generation of game rules, and complete games. Finally, we cover the important topic of how to evaluate the quality of a content generator.

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Procedural Content Generation by Content Type

  • Georgios N. Yannakakis,
  • Julian Togelius

摘要

The final chapter of the PCG part of the book discusses content generation from the perspective of the type of content that is being generated. This chapter includes a large number of examples. The first section discusses levels, the perhaps most common type of artifact to be procedurally generated both in research and deployment. This is followed by examples of generating visuals, audio, and narrative. We then discuss the generation of game rules, and complete games. Finally, we cover the important topic of how to evaluate the quality of a content generator.