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Proceedings ArticleDOI

Applying formal picture languages to procedural content generation

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TLDR
It is shown that 2D regular expressions can be used for enumeration of all possible tilings that can be generated and reason about the theoretical capability of these constructs and develop some practical use cases for their application in procedural content generation for games.
Abstract
Procedural content generation for games often uses tile sets. Tilings generated with tile sets are equivalent to pictures generated from a fixed alphabet of characters such as those explored in the area of vision. Formal languages over pictures and their methods of definition such as 2D regular expressions, automata, and array grammars are directly applicable to generation of tilings using finite tile sets. Though grammars such as string grammars, L-systems, and graph grammars have been explored and found useful for the definition of certain content, formal methods have mostly been ignored. We introduce 2D regular expressions and array grammars as generators. We reason about the theoretical capability of these constructs and develop some practical use cases for their application in procedural content generation for games. One area lacking with a search based approach to procedural content generation is an enumeration of all possible tilings that can be generated. We show that 2D regular expressions can be used for enumeration.

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Citations
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Data Driven Sokoban Puzzle Generation with Monte Carlo Tree Search.

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Procedural content generation using neuroevolution and novelty search for diverse video game levels

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Intelligent Maze Generation Based on Topological Constraints

TL;DR: This paper provides a method which generates the desired maze when users give desired properties using search-based procedural content generation (SBPCG) approach, in which the process repeatedly generate-and-test mazes to obtain a satisfactory maze.
Dissertation

An Exploration of Procedural Content Generation for Top-Down Level Design

TL;DR: The concept of PCG, specifically procedural level generation, is explored to gather observations and insights, and the resulting conclusions are very subjective, but not without merit, due to the extensive exploration and evaluation that has taken place.
References
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Proceedings ArticleDOI

Procedural modeling of cities

TL;DR: This work proposes a system using a procedural approach based on L-systems to model cities that generates geometry and a texturing system based on texture elements and procedural methods compose the buildings.
Book ChapterDOI

Two-dimensional languages

TL;DR: The aim of this chapter is to generalize concepts and techniques of formal language theory to two dimensions.
Proceedings ArticleDOI

Wang Tiles for image and texture generation

TL;DR: This work presents a new stochastic algorithm to non-periodically tile the plane with a small set of Wang Tiles at runtime and presents new methods to fill the tiles with 2D texture, 2D Poisson distributions, or 3D geometry to efficiently create at runtime as much non- periodic texture (or distribution, or geometry) as needed.
Book

Procedural Content Generation in Games

TL;DR: This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content.
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