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.…
Author: | Michael Blatz, Oliver KornORCiDGND |
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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): | ![]() |
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 |