Generating Content



Procedural content generation (PCG) [616] is an area of game AI that has seen an explosive growth of interest. While games that incorporate some procedurally generated content have existed since the early 1980s—in particular, the dungeon crawler Rogue (Toy and Wichmann, 1980) and the space trading simulator Elite (Acornsoft, 1984) are early trailblazers—research interest in academia has really picked up within the second half of the last decade.


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Copyright information

© Springer International Publishing AG 2018

Authors and Affiliations

  1. 1.Institute of Digital GamesUniversity of MaltaMsidaMalta
  2. 2.Department of Computer Science and EngineeringNew York UniversityBrooklynUSA

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