Procedural Content Generation has a focus on the development of digital games, this leaves out a number of interesting domains for a generation of wargames and other board game types. These games are based on limited computational resources, using dice for random numbers and creations via tables. This paper presents a historical look at non-digital methods for PCG application and in particular a taxonomy of methods and locations of their use.
CITATION STYLE
Brown, J. A., & Scirea, M. (2020). Procedural Generation for Tabletop Games: User Driven Approaches with Restrictions on Computational Resources. In Advances in Intelligent Systems and Computing (Vol. 925, pp. 44–54). Springer Verlag. https://doi.org/10.1007/978-3-030-14687-0_5
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