Corpus ID: 60242952
Expressive design tools: procedural content generation for game designers
J. Whitehead, Gillian Smith
Published 2012

Computer Science
Games are shaped by the tools we use to make them and our ability to model the concepts they address. Vast improvements in computer graphics technology, processing power, storage capacity, and… Expand
No Paper Link Available
Share This Paper




11 Citations
Highly Influential Citations
4
Background Citations
6
Methods Citations
5
Results Citations
1
Topics from this paper
Procedural generation
11 Citations
Procedural Content Generation for Game Props? A Study on the Effects on User Experience
Oliver Korn, M. Blatz, A. Rees, J. Schaal, Valentin Schwind, Daniel Görlich
Computer ScienceComput. Entertain.
2017
TLDR
The analysis shows that PCG can create a user experience that is significantly more realistic and at the same time perceived as more aesthetically pleasing, especially by players aged 45 and above. Expand
8 Citations
Evolutionary Procedural Content Generation for an Endless Platform Game
Rafael G. de Pontes, H. Gomes
Computer Science
2020 19th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)
2020
TLDR
This work proposes a procedural content generation approach for creating infinite environments for a 2D platform runner game that innovatively takes into account environment aesthetics as well as game's physics and rules in its fitness function. Expand
Towards player-driven procedural content generation
Noor Shaker, Georgios N. Yannakakis, J. Togelius
Computer Science
CF '12

2012
TLDR
Specifying the aspects of the game that have the major influence on the gameplay experience, identifying the relationship between these aspect and each individual experience and defining a mechanism for tailoring the game content according to each individual needs are important steps towards player-driven content generation. Expand
Procedural Attack! Procedural Generation for Populated Virtual Cities: A Survey
Werner Gaisbauer, H. Hlavacs
Computer ScienceInt. J. Serious Games
2017
TLDR
Using the above-mentioned PCG assets, instead of months, a city can be built in a mere couple of minutes by a user without much experience in designing 3D assets, which can then be used for many applications like games, virtual reality (VR), or film. Expand
6 Citations
PDF
Procedural Adventure Generation: The Quest of Meeting Shifting Design Goals with Flexible Algorithms
Manuel Kerssemakers
Computer Science
2017
TLDR
This chapter presents the challenge of developing a procedural algorithm for creating exotic expeditions used in the best practice example Renowned Explorers, an adventure management game, and describes a new paradigm for creating procedural algorithms, which allow meeting shifting design goals. Expand
1 Citation
Towards Procedural Map and Character Generation for the MOBA Game Genre
Alejandro Cannizzo, Esmitt Ramírez
Engineering
2015
In this paper, we present an approach to create assets using procedural algorithms in maps generation and dynamic adaptation of characters for a MOBA video game, preserving the balancing feature to… Expand
2 Citations
PDF
Empirical evaluation of procedural level generators for 2D platform games
R. Hoeft, Agnieszka A. Nieznanska
Computer Science
2014
TLDR
This paper presents a meta-modelling framework that automates the very labor-intensive and therefore time-heavy and therefore expensive and expensive process of manually generating game content in the form of levels and characters. Expand
Towards a Taxonomy for the Clarification of PCG Actors' Roles
Rui Craveirinha, N. Barreto, Licinio Gomes Roque
Computer Science
CHI PLAY

2016
TLDR
A taxonomy is specified that synthesizes existing PCG taxonomies so that it lists all possible roles and impact that each actor - the Human Designer, the Computational Algorithm and the Human Player Can have in PCG's evaluation and generation processes. Expand
4 Citations
The Authorial Game Evolution Tool for Player Experience Design
Rui Craveirinha
Computer Science
2018
Faculdade de Ciências e Tecnologia da Universidade de Coimbra Departamento de Engenharia Informática
A comparative evaluation of procedural level generators in the Mario AI framework
B. Horn, S. Dahlskog, Noor Shaker, Gillian Smith, J. Togelius
Computer Science
FDG

2014
TLDR
Evaluation is an open problem in procedural content generation research where there is a glut of content generators, each serving di erent purposes and using a variety of techniques to estimate the value of content. Expand
54 Citations
PDF
...
1
2
...
References
SHOWING 1-10 OF 79 REFERENCES
Procedural content generation for games: A survey
Mark J. C. Hendrikx, S. Meijer, J. V. D. Velden, A. Iosup
Computer Science
TOMCCAP

2013
TLDR
This is the first comprehensive survey of the field of PCG-G, and introduces a comprehensive, six-layered taxonomy of game content: bits, space, systems, scenarios, design, and derived. Expand
369 Citations
PDF
Computational Support for Play Testing Game Sketches
Adam M. Smith, M. Nelson, M. Mateas
Computer Science
AIIDE

2009
TLDR
The language designers may use to sketch games, how they might use the tool in the two modes of play testing, and how the prototypes are computationally realized are described.Expand
39 Citations
PDF
Using Semantics to Improve the Design of Game Worlds
Tim Tutenel, R. Smelik, Rafael Bidarra, K. Kraker
Computer Science
AIIDE

2009
TLDR
By allowing designers to capture more of their intent and real-life knowledge in the objects with which they populate a game world, the integration of semantics will strongly contribute to stimulate content reusability, enrich the game play, and eventually also significantly cut down design duration and cost. Expand
39 Citations
PDF
The Quest in a Generated World
C. Ashmore, Michael Nitsche
Computer ScienceDiGRA Conference
2007
TLDR
This paper describes how a basic quest generator based on key and lock puzzles into a procedural game world is implemented and uses notion of quest as spatial progression and discusses the design of the game world and how the quest generator connects to it.Expand
69 Citations
PDF
A case study of expressively constrainable level design automation tools for a puzzle game
Adam M. Smith, Erik Andersen, M. Mateas, Z. Popovic
Computer Science
FDG

2012
TLDR
This paper presents two independent implementations of three diverse level design automation tools for the popular online educational game Refraction and finds that even emergent aesthetic style properties were straightforward to directly control.Expand
79 Citations
PDF
Prototyping Games with BIPED
Adam M. Smith, M. Nelson, M. Mateas
Computer Science
AIIDE

2009
TLDR
This work demonstrates the use of BIPED, a system that explores a new approach to supporting the early stages of game design by leveraging a single, concise game definition to get both a playable prototype and a formal rule system. Expand
9 Citations
PCG-based game design: creating Endless Web
Gillian Smith, A. Othenin-Girard, E. Whitehead, Noah Wardrip-Fruin
Computer Science
FDG

2012
TLDR
A definition of PCG-based game design is provided and the challenges faced are described, which impacted both the game and the underlying level generator, and issues which may be particularly important as this area matures are identified. Expand
43 Citations
PDF
From Abstraction to Reality: Integrating Drama Management into a Playable Game Experience
Anne Sullivan, Sherol Chen, M. Mateas
Computer Science
AAAI Spring Symposium: Intelligent Narrative Technologies II
2009
TLDR
The integration of DODM into a real-time adventurestyle dungeon game called EMPath is presented and the game world as well as the modifications that had to be made to the DM as the result of integrating with a concrete, playable experience are described.Expand
17 Citations
PDF
Answer Set Programming for Procedural Content Generation: A Design Space Approach
Adam M. Smith, M. Mateas
Computer Science
IEEE Transactions on Computational Intelligence and AI in Games
2011
TLDR
An approach to content generation that centers on explicit description of the design space, using domain-independent procedures to produce artifacts from the described space by concisely capturing a design space as an answer set program is outlined. Expand
155 Citations
PDF
A declarative approach to procedural modeling of virtual worlds
R. Smelik, Tim Tutenel, K. Kraker, Rafael Bidarra
Computer Science
Comput. Graph.

2011
TLDR
A novel declarative modeling approach that enables designers to concentrate on stating what they want to create instead of on describing how they should model it, and which represents a significant step towards providing more user control and flexibility in procedural modeling of virtual worlds. Expand
106 Citations
PDF
...
1
2
3
4
...
SORT BY
Related Papers
Using gameplay semantics to procedurally generate player-matching game worlds
Ricardo Lopes, Tim Tutenel, Rafael Bidarra
Computer Science
PCG@FDG

2012
The use of procedural content generation to support adaptive games is starting to gain momentum in current research. How...
13 Citations
Limitations of Choice-Based Interactive Evolution for Game Level Design
Antonios Liapis, Georgios N. Yannakakis, J. Togelius
Computer Science
AAAI

2012
This paper presents a tool geared towards the collaboration of a human and an artificial designer for the creation of ga...
18 Citations
Show More
2/10
Abstract
Topics
11 Citations
79 References
Related Papers
Stay Connected With Semantic Scholar
What Is Semantic Scholar?
Semantic Scholar is a free, AI-powered research tool for scientific literature, based at the Allen Institute for AI.
Learn More
About
About Us
Publishers
Beta Program
Contact
Research
Team
Datasets
Open Corpus
Supp.ai
Resources
Librarians
Tutorials
FAQ
API
Proudly built by AI2
Terms of ServicePrivacy Policy
By clicking accept or continuing to use the site, you agree to the terms outlined in our Privacy Policy, Terms of Service, and Dataset License
ACCEPT & CONTINUE