TY - CHAP U1 - Buchbeitrag A1 - Blatz, Michael A1 - Korn, Oliver T1 - A Very Short History of Dynamic and Procedural Content Generation T2 - Game Dynamics. Best Practices in Procedural and Dynamic Game Content Generation N2 - This chapter portrays the historical and mathematical background of dynamic and procedural content generation (PCG). We portray and compare various PCG methods and analyze which mathematical approach is suited for typical applications in game design. In the next step, a structural overview of games applying PCG as well as types of PCG is presented. As abundant PCG content can be overwhelming, we discuss context-aware adaptation as a way to adapt the challenge to individual players’ requirements. Finally, we take a brief look at the future of PCG. KW - Procedural Content Generation KW - Games KW - Computer Games KW - Games KW - Game Design KW - Procedural Content Generation KW - Computer Games KW - Computerspiele Y1 - 2017 UR - https://link.springer.com/chapter/10.1007/978-3-319-53088-8_1 SN - 978-3-319-53087-1 SB - 978-3-319-53087-1 U6 - https://doi.org/10.1007/978-3-319-53088-8_1 DO - https://doi.org/10.1007/978-3-319-53088-8_1 SP - 1 EP - 13 PB - Springer CY - Berlin, Heidelberg ER -