A Short Introduction to Procedural Content Generation Algorithms for Videogames

被引:10
|
作者
Barriga, Nicolas A. [1 ]
机构
[1] Univ Talca, Sch Videogames Dev & Virtual Real Engn, 2 Norte 685, Talca, Region Del Maul, Chile
关键词
Procedural content generation; PCG; videogames; computer games; game design; DEEP NEURAL-NETWORKS; GAME; GO;
D O I
10.1142/S0218213019300011
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
One of the main costs of developing a videogame is content creation. Procedural Content Generation (PCG) can help alleviate that cost by algorithmically generating some of the content a human would normally produce. We first describe and classify the different types of content that can be automatically generated for a videogame. Then, we review the most prominent PCG algorithms, focusing on current research on search-based and machine learning based methods. Finally, we close with our take on the most important open problems and the potential impact solving them will have on the videogame industry.
引用
收藏
页数:11
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