PCG-Based Game Design Patterns

October 11, 2016 Β· Declared Dead Β· πŸ› arXiv.org

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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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