PCG-Based Game Design Patterns
October 11, 2016 Β· Declared Dead Β· π arXiv.org
"No code URL or promise found in abstract"
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Authors
Michael Cook, Mirjam Eladhari, Andy Nealen, Mike Treanor, Eddy Boxerman, Alex Jaffe, Paul Sottosanti, Steve Swink
arXiv ID
1610.03138
Category
cs.AI: Artificial Intelligence
Cross-listed
cs.HC
Citations
8
Venue
arXiv.org
Last Checked
4 months ago
Abstract
People enjoy encounters with generative software, but rarely are they encouraged to interact with, understand or engage with it. In this paper we define the term 'PCG-based game', and explain how this concept follows on from the idea of an AI-based game. We look at existing examples of games which foreground their AI, put forward a methodology for designing PCG-based games, describe some example case study designs for PCG-based games, and describe lessons learned during this process of sketching and developing ideas.
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