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Generating Content

Abstract

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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Correspondence to Georgios N. Yannakakis .

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Yannakakis, G.N., Togelius, J. (2018). Generating Content. In: Artificial Intelligence and Games. Springer, Cham. https://doi.org/10.1007/978-3-319-63519-4_4

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  • DOI: https://doi.org/10.1007/978-3-319-63519-4_4

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-63518-7

  • Online ISBN: 978-3-319-63519-4

  • eBook Packages: Computer ScienceComputer Science (R0)