Procedural Content Generation in Games

  title={Procedural Content Generation in Games},
  author={Noor Shaker and Julian Togelius and M. Nelson},
  booktitle={Computational Synthesis and Creative Systems},
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. Each chapter explains an algorithm type or domain, including fractal methods, grammar-based methods, search-based and evolutionary methods, constraint-based methods, and narrative, terrain, and dungeon generation. The authors are active academic researchers and game developers, and the… 

Procedural Content Generation in the Game Industry

The aim of the chapter is to analyze critically the utilization of PCG in the Game Industry, present a taxonomy for PCG games, address problems in applying PCG and discuss aspects of various solutions.

DISDAIN: An Auto Content Generation VR Game

Objectives: To build a video game that implementing procedural content generation with a first-person shooter genre and using the newest gaming hardware technology, i.e. Virtual Reality. Methods:

Procedural generation of collaborative puzzle-platform game levels

This paper distinguish types of multiplayer interaction, focusing on two-player collaboration, and identify relevant game mechanics for a puzzle-platform game, addressing player movement, interaction with moving game objects, and physical interaction involving both players.

Human computation for procedural content generation in platform games

This paper describes a system which uses human computation to evaluate small portions of levels generated by an existing system for the game of Infinite Mario Bros, and several such evaluated portions are then combined into a full level of the game.

An Exploration of Procedural Content Generation for Top-Down Level Design

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.

Game Worlds and Creativity: The Challenges of Procedural Content Generation

The impact of procedural generation in the creative process of game-making is discussed, proposing a “less-is-more” approach to increase value by investing in content quality over content quantity.


  • Computer Science
  • 2018
The implementation of the proposed algorithm for procedural generation of a level built on cells will allow creating a universal program for the formation of various levels (maps) and can be further integrated into the game, which saves considerable time and resources.

Procedural Content Generation in Competitive Multiplayer Platform Games

Results of a user study indicate that a constructive-grammar PCG algorithm can be used to generate map layouts that are perceived to be fun and compelling and conclude that a combination of constructive and grammar-based methods serves as a viable solution.

Game Using Procedural Content Generation

This paper presents an educational game, MentalMath, with the goal of motivating its users to practice math by solving problems. It uses, besides gamification, procedural content generation, which

A Fast Approach for Automatic Generation of Populated Maps with Seed and Difficulty Control

This paper aims to detail a fast and direct PCG approach capable of generating a diverse array of dungeon-like maps, developed to be used in an experimental game created by undergraduate students, that has shown very good results.



A Generic Approach to Challenge Modeling for the Procedural Creation of Video Game Levels

This top-down approach improves upon typical bottom-up techniques in providing semantically meaningful parameters such as difficulty and player skill, in giving human designers considerable control over the output of the generative system, and in offering the ability to create levels for different types of games.

The Quest in a Generated World

This paper describes how a basic quest generator based on key and lock puzzles into a procedural game world is implemented and uses notion of quest as spatial progression and discusses the design of the game world and how the quest generator connects to it.

Designing Procedurally Generated Levels

A method which empowers game designers to author and control level generators, by expressing gameplay-related design constraints, by using graph grammars, the result of the designer-expressed constraints, to generate sequences of desired player actions.

Procedural content generation for games: A survey

This is the first comprehensive survey of the field of PCG-G, and introduces a comprehensive, six-layered taxonomy of game content: bits, space, systems, scenarios, design, and derived.

Answer Set Programming for Procedural Content Generation: A Design Space Approach

An approach to content generation that centers on explicit description of the design space, using domain-independent procedures to produce artifacts from the described space by concisely capturing a design space as an answer set program is outlined.

Procedural Generation of Dungeons

It is concluded that the foundations for enabling gameplay-based control of dungeon-level generation are worth being researched, and that its promising results may be instrumental in bringing PCG into mainstream game development.

Towards Procedural Strategy Game Generation: Evolving Complementary Unit Types

This paper presents a first version of SGDL, capable of describing unit types and their properties, together with plans for how it will be extended to other sub-domains of strategy games.

Towards a Generic Method of Evaluating Game Levels

This paper addresses the problem of evaluating the quality of game levels across different games and even genres, which is of key importance for making procedural content generation and assisted game

The Evolution of Fun: Automatic Level Design Through Challenge Modeling

A generative system that creates levels for 2D platformer games is presented, which is novel among systems for creating video game content as it does not follow a complex rulebased approach but instead generates output from simple and generic high-level descriptions of player enjoyment.

Automatic evolution of programs for procedural generation of terrains for video games

This work study a genetic programming-based procedural content technique to generate procedural terrains that do not require parametrization, thus, allowing to save time and help reducing production costs.