Survey of Procedural Content Procedural Content Generation Procedural
- Slides: 26
Survey of Procedural Content
Procedural Content Generation • Procedural generation refers to content generated algorithmically rather than manually. – numbers, strings, movies, games, pictures, simulation, programs, natural language, etc. • Why have procedural content? – Replayability • Scene variety • Infinite levels – Development time and costs
Development costs – facts and figures • Gran Turismo 5 budget: $60 Million [source] • Average AAA game development cost: $28 Million [source] • For comparison: – Movie budgets • Kick-Ass (2012) : budget of $28 Million – Television • Game of Thrones : budget approx. $60 Million [source]
Development costs – facts and figures • How the Wii was born • Cost and Sales breakdowns • $60 price point – inflation and cost breakdown
Procedural content in games
Procedural generation algorithms
Examples in commercial games
Additional reading and resources • Procedural Content Generation for Games: A Survey – Direct Link to author’s preprint – ACM Digital Library Link • Essential facts about the computer and video game industry: Sales, demographics, and usage data – 2012 infographic
Examples Adapted from material by James Grisetti and Luke Aust
Contemporary Generators Perlin Noise • Mathematical interpolation of floating point numbers • Creates fractional Brownian Motion • Used to make CGI textures look more realistic
Contemporary Generators L-Systems • Lindenmayer systems • Defined as a 3 -tuple V, the alphabet of the system (variables and constants) ω, initial string of the system (axiom, start, or initiator) P, set of production rules (one for each variable in V)
Contemporary Generators L-Systems Continued • At each iteration, each variable in the current string is replaced with its corresponding production to produce the next string • State is the string after a given number of iterations • The state is usually used to direct a “turtle graphic” • One of the most commonly used PCGs
Contemporary Generators L-Systems Continued Example V = {A, B} ω=A P = {A→AB, B →A} Iteration • • • A AB ABAABABA
Contemporary Generators L-Systems Demonstration 1 V = {F, +, -} F means “draw forward” ‘+’ and ‘-’ are used to change angle ω = F--F--F-P = {F→F+F--F+F}
Contemporary Generators L-Systems Demonstration 2 V = {X, F, [, ], +, -} F means “draw forward” ‘[‘ and ‘]’ are used to save and restore position ‘+’ and ‘-’ are used to change angle X has no meaning outside of the L-System ω=X P = { X → F-[[X]+X]+F[+FX]-X, F → FF }
Contemporary Generators Expert Systems • Departure from previous approaches • Use statistical methods to determine world shape and item placement • First notably used in Procedural Content Generation in Valve’s Left 4 Dead
Future Work • Most contemporary PCGs are involved in generating terrain artifacts (landscape) • Some use in animations, textures, and lighting The next generation of Procedural Content Generation will be involved in creating entire maps
Future Work Going to the extreme: Programming programs that programs In a paper published this year, Mahlmann, Togelius, Yannakakis at the IT University of Denmark suggest the use of Procedural Content Generation for entire games, including rule sets, unit hierarchies, game maps, etc.
Future Work Another paper by Dimovska, Jarnfelt, Selvig, Yannakakis from the same university explores the use of procedural techniques to aid in physical rehabilitation using the Wii platform
Example Applications Minecraft • Terrain is generated procedurally • “Mobs” are placed procedurally
Example Applications City. Engine • Middleware intended for simulation and use in motion pictures • Requires map data for input • Creates road layouts, building shapes, and textures based on user parameters
Example Applications Subversion • Independently developed game • Goal is for the entire world to be procedurally generated
Example Applications. kkrieger • Created circa 2004 for then state-of-theart hardware • Uses PCG techniques to create maps, play music, and place items and enemies all at runtime • Executable is 97, 280 bytes
References Knowledge • The omniscient www. wikipedia. org • Mahlmann, et al. “Towards Procedural Strategy Game Generation: Evolving Complementary Unit Types” (link) • Dimovska, et al. “Towards Procedural Level Generation for Rehabilitation” (link) • Müller and Parish. “Procedural Modeling of Cities” SIGGRAPH 2001 (link) Example Applications: • http: //www. theprodukkt. com/kkrieger • http: //www. introversion. co. uk/subversion • http: //www. procedural. com • http: //www. minecraft. net
Software • • • . kkreiger (2004. theprodukkt). debris (2009. theprodukkt). werkkzeug 1 (2002. theprodukkt). werkkzeug 3 TE (2007. theprodukkt) Dwarf Fortress (2006 Bay 12 Games) Vega Strike (2008 TVST) All above content is Open Source and Freeware that can not be resold or redistributed for any price, all credit is given to original publishers and contributors who have allowed me to distribute this content.
Bibliography • • • http: //pcg. wikidot. com http: //vegastrike. sourceforge. net http: //www. theprodukkt. com/ http: //www. bay 12 games. com/dwarves/ http: //df. magmawiki. com/
- Procedural sound generation
- Procedural generation
- Blender procedural city
- First generation antipsychotics vs second
- You are good and your mercy
- Acls abcde
- Next generation content management system
- What is esp
- Dynamic content vs static content
- Discerning true and false memories
- Apa pengertian dari procedural dependency?
- Procedural functional object oriented
- Public health dentistry definition
- Procedural planning
- Examples of substantive due process
- Structural knowledge in ai
- Procedural abstraction c++
- Semicolon adder
- Procedural unconscionability
- Substantive vs procedural due process
- Procedural.justice
- What is procedural programming
- Procedural texture algorithms
- Ipegs performance standards
- Procedure writing topics
- Procedural model of problem solving
- Physical and procedural barriers of cross contamination