Proceedings ArticleDOI
Applying formal picture languages to procedural content generation
David Maung,Roger Crawfis +1 more
- pp 58-64
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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.read more
Citations
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Intelligent Maze Generation Based on Topological Constraints
Paul Hyunjin Kim,Roger Crawfis +1 more
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Dissertation
An Exploration of Procedural Content Generation for Top-Down Level Design
Johan Blomberg,Rasmus Jemth,August Lennar,Robin Lilius-Lundmark,Marcus Pettersson Johnsson,Tove Svensson +5 more
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
Yoav I. H. Parish,Pascal Müller +1 more
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
Dora Giammarresi,Antonio Restivo +1 more
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.