Abstract
One of the key considerations in search-based PCG is how to represent the game content. There are several important tradeoffs here, including those between locality and expressivity. This chapter presents several more new and in some respects more advanced representations. These representations include several representations for dungeon levels, compositional pattern-producing networks for flowers and weapons, and a way of representing level generators themselves.
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Ashlock, D., Risi, S., Togelius, J. (2016). Representations for search-based methods. In: Procedural Content Generation in Games. Computational Synthesis and Creative Systems. Springer, Cham. https://doi.org/10.1007/978-3-319-42716-4_9
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DOI: https://doi.org/10.1007/978-3-319-42716-4_9
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