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We consider the strengths and drawbacks of various procedural content generation methods, and how they could be combined to hybrid methods that retain the advantages and avoid the disadvantages of their constituent methods. One answer is composition, where one method is nestled inside another. As an example, we present a hybrid evolutionary-ASP dungeon(More)
— We describe an approach to using standard data mining algorithms to help analyse recurring themes in game design across several games, and to help suggest novel game design ideas. This is illustrated with the analysis of 119 different resource systems across 20 games. Clustering is used to validate the assignment of resources into archetypes; frequent(More)
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