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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
Document Type:Part of a Book
Zitierlink: https://opus.hs-offenburg.de/2652
Bibliografische Angaben
Title (English):A Very Short History of Dynamic and Procedural Content Generation
Author:Michael BlatzStaff Member, Oliver KornStaff MemberORCiDGND
Year of Publication:2017
Date of first Publication:2017/03/31
Place of publication:Berlin, Heidelberg
Publisher:Springer
First Page:1
Last Page:13
Parent Title (English):Game Dynamics. Best Practices in Procedural and Dynamic Game Content Generation
ISBN:978-3-319-53087-1
DOI:https://doi.org/10.1007/978-3-319-53088-8_1
URL:https://link.springer.com/chapter/10.1007/978-3-319-53088-8_1
Language:English
Inhaltliche Informationen
Institutes:Forschung / ACI - Affective and Cognitive Institute
Fakultät Medien und Informationswesen (M+I) (bis 21.04.2021)
Institutes:Bibliografie
DDC classes:000 Allgemeines, Informatik, Informationswissenschaft
600 Technik, Medizin, angewandte Wissenschaften
700 Künste und Unterhaltung
GND Keyword:Computer Games; Games; Procedural Content Generation
Tag:Computerspiele
Computer Games; Game Design; Games; Procedural Content Generation
Formale Angaben
Open Access: Closed Access 
Licence (German):License LogoUrheberrechtlich geschützt