A Survey of Procedural Content Generation Techniques Suitable to Game Development

Daniel Michelon De Carli, Fernando Bevilacqua, C. Pozzer, M. C. d'Ornellas
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引用次数: 32

Abstract

The development of a complex game is a time consuming task that requires a significant amount of content generation, including terrains, objects, characters, etc that requires a lot of effort from the a designing team. The quality of such content impacts the project costs and budget. One of the biggest challenges concerning the content is how to improve its details and at the same time lower the creation costs. In this context procedural content generation techniques can help to reduce the costs associated with content creation. This paper presents a survey of classical and modern techniques focused on procedural content generation suitable for game development. They can be used to produce terrains, coastlines, rivers, roads and cities. All techniques are classified as assisted (require human intervention/guidance in order to produce results) or non-assisted (require few or no human intervention/guidance to produce the desired results).
适用于游戏开发的程序内容生成技术综述
复杂游戏的开发是一项耗时的任务,需要大量的内容生成,包括地形、物体、角色等,这需要设计团队付出大量的努力。这些内容的质量影响着项目成本和预算。如何在提高内容细节的同时降低制作成本,是内容设计面临的最大挑战之一。在这种情况下,程序内容生成技术可以帮助减少与内容创建相关的成本。本文介绍了针对适合游戏开发的程序内容生成的经典和现代技术。它们可以用来绘制地形、海岸线、河流、道路和城市。所有的技术都被分类为辅助(需要人为干预/指导才能产生结果)或非辅助(需要很少或不需要人为干预/指导才能产生预期的结果)。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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