Why use procedural content generation" in Procedural Content Generation in Games, 11. Mixed-initiative

  • Liapis A
  • Smith G
  • Shaker N
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Abstract

This chapter introduces the field of procedural content generation (PCG),\ras well as the book. We start by defining key terms, such as game content and procedural\rgeneration. We then give examples of games that use PCG, outline desirable\rproperties, and provide a taxonomy of different types of PCG. Applications of and\rapproaches to PCG can be described in many different ways, and another section is\rdevoted to seeing PCG through the lens of design metaphors. The chapter finishes\rby providing an overview of the rest of the book.\r

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Liapis, A., Smith, G., & Shaker, N. (2015). Why use procedural content generation" in Procedural Content Generation in Games, 11. Mixed-initiative, 3. Retrieved from http://pcgbook.com/wp-content/uploads/chapter11.pdf

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