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Grammars and L-systems with applications to vegetation and levels

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Procedural Content Generation in Games

Part of the book series: Computational Synthesis and Creative Systems ((CSACS))

Abstract

Grammars are fundamental structures in computer science that also have many applications in procedural content generation. This chapter starts by describing a classic type of grammar, the L-system, and its application to generating plants of various types. It then describes how rules and axioms for L-systems can be created through search-based methods. But grammars are not only useful for plants. Two longer examples discuss the generation of action-adventure levels through graph grammars, and the generation of Super Mario Bros. levels through grammatical evolution.

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Correspondence to Julian Togelius .

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Togelius, J., Shaker, N., Dormans, J. (2016). Grammars and L-systems with applications to vegetation and levels. In: Procedural Content Generation in Games. Computational Synthesis and Creative Systems. Springer, Cham. https://doi.org/10.1007/978-3-319-42716-4_5

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  • DOI: https://doi.org/10.1007/978-3-319-42716-4_5

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-42714-0

  • Online ISBN: 978-3-319-42716-4

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