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A Very Short History of Dynamic and Procedural Content Generation

  • 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, weThis 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.show moreshow less

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Metadaten
Author:Michael Blatz, Oliver KornORCiDGND
Publisher:Springer
Place of publication:Berlin, Heidelberg
Year of Publication:2017
Date of first Publication:2017/03/31
ISBN:978-3-319-53087-1
Language:English
GND Keyword:Computer Games; Games; Procedural Content Generation
Tag:Computerspiele
Computer Games; Game Design; Games; Procedural Content Generation
DDC classes:000 Allgemeines, Informatik, Informationswissenschaft
600 Technik, Medizin, angewandte Wissenschaften
700 Künste und Unterhaltung
Parent Title (English):Game Dynamics. Best Practices in Procedural and Dynamic Game Content Generation
First Page:1
Last Page:13
Document Type:Part of a Book
Institutes:Bibliografie
Open Access:Zugriffsbeschränkt
Release Date:2018/01/17
Licence (German):License LogoEs gilt das UrhG
URL:https://link.springer.com/chapter/10.1007/978-3-319-53088-8_1
DOI:https://doi.org/10.1007/978-3-319-53088-8_1