Procedural Content Generation
Methodology (2004)
Timothy Roden and
Ian Parberry,
"From Artistry to Automation: A Structured Methodology
for Procedural Content Creation",
Proceedings of the 3rd International Conference on Entertainment Computing, pp. 151-156,
Eindhoven, The Netherlands,
September 1-3, 2004. [pdf,
BiBTeX]
Abstract
Procedural techniques will soon automate many aspects of content creation for computer games.
We describe an efficient, deterministic, methodology for procedurally generating 3D game content
of arbitrary size and complexity. The technique progressively amplifies simple
dynamically generated data structures into complex geometry. We use a procedural pipeline with
a minimum set of controls at each stage to facilitate authoring. We show two examples from our research.
Our terrain generator can synthesize massive 3D terrains in real-time while our level generator can
be used to create indoor environments offline or in real-time.
Level Generation (2005)
Timothy Roden and
Ian Parberry,
"Procedural Level Generation",
Game Programming Gems 5, pp. 579-588, Charles River Media, 2005.
[BibTeX]
Abstract
Traditionally, a typical 3D game development project proceeds concurrently on two fronts.
Programmers design, code and test a game engine at the same time that artists create content for the game.
There are compelling reasons to suggest that this paradigm may no longer
be desirable or even feasible for some projects. Technical advances in hardware have enabled
the use of art assets that are much more detailed than ever before. Increased storage and available
RAM translates into larger game worlds. Some games require an enormous amount of
content such as online multiplayer games and games that aim to provide a high level of replay.
Still another factor is the increased availability of licensed engines and other high
quality middleware which can cut engine development time significantly. What this means is high definition
art assets, which take artists longer to create, will likely be needed sooner rather
than later in the development cycle. One obvious solution to this problem
is to create art assets procedurally. This gem presents the ideas and techniques behind a procedural level
generator. We illustrate its use to create a simple 3D dungeon.
Clouds and Stars (2005)
Timothy Roden and
Ian Parberry,
Efficient Real-Time Procedural Sky Rendering Using 3D Hardware",
Proceedings of the 2005 ACM SIGCHI International Conference
on Advances in Computer Entertainment Technology, Valencia, Spain, pp. 434-437,
June 15-17, 2005. [pdf, BibTeX]
Abstract
Real-time virtual reality applications, including games, increasingly use outdoor environments.
A common task in an earth-type environment is to render a sky that is
realistic both in terms of imagery and physics. Programmable graphics hardware offers the
opportunity to procedurally generate and render a highly realistic sky at a minimal cost.
We propose an integrated set of efficient algorithms that run in graphics hardware for interactive
sky rendering that is fully parameterized for real-time control. Features of our method include
multi-layered dynamic clouds and stars that individually flicker at varying intensity and rate
Terrain (2010)
Jonathon Doran and
Ian Parberry,
"Controlled Procedural Terrain Generation Using Software Agents",
IEEE Transactions on
Computational Intelligence and AI in Games, Vol. 2, No. 2, pp. 111-119, June 2010.
[pdf,
BibTeX,
more information]
Abstract
Procedural terrain generation is used to create landforms for applications such as computer
games and flight simulators. While most of the existing work has concentrated on algorithms that
generate terrain without input from the user, we explore a more controllable system that uses
intelligent agents to generate terrain elevation heightmaps according to designer-defined constraints.
This allows the designer to create procedural terrain that has specific properties.
Clutter (2010, 2011)
Joshua Taylor and
Ian Parberry,
"Randomness + Structure = Clutter: A Procedural Object Placement
Generator Using Petri Nets",
Proceedings of the 10th International
Conference on Entertainment Computing, pp. 424-427, Vancouver, Canada, October 2011.
[more information,
pdf,
BibTeX]
Abstract
Clutter is the random yet structured placement of objects in a room.
We describe a procedural clutter generator that achieves believable, varied, and
controllable object placement using a hierarchical colored Petri net capable of
expressing any computable set of object placement constraints.
RPG Economics (2010)
Jonathon Doran and
Ian Parberry,
"Emergent Economies for Role Playing Games",
Technical Report LARC-2010-03,
Laboratory for Recreational Computing, Dept. of Computer Science & Engineering,
University of North Texas, June 2010.
[pdf,
BibTeX]
Abstract
Computer role playing games, particularly those with persistent worlds, often allow players
to buy and sell goods and services with computer controlled non-player characters (NPCs).
The prices for these goods and services are often determined a priori, and remain fixed for the
game's duration. As a result, prices do not respond to changes in supply and demand, nor does
supply and demand respond to changes in prices. We present an economic model suitable for
use with role playing games that will automatically determine prices for multiple goods, supply
and demand for each character, and an allocation of agents to roles that is sustainable given the
state of the game.
RPG Quests (2011)
Jonathon Doran and
Ian Parberry,
"A Prototype Quest Generator Based on a
Structural Analysis of Quests from Four MMORPGs",
Proceedings of the Second International Workshop on Procedural Content
Generation in Games, pp. 1-8, Bordeaux, France, 2011.
[pdf,
BibTeX,
more information]
Abstract
An analysis of 3000 quests from four popular RPGs (Eve Online, World of Warcraft, Everquest, and Vanguard: Saga of Heroes) reveals that RPG quests appear to share a common structure. We propose a classification of RPG quests based on this structure, and describe a prototype quest generator based on that classification. Our aim is to procedurally generate quests that are complex, multi-leveled, and plausible to players of RPGs. We analyze a nontrivial quest from Everquest and one from our prototype quest generator for comparison.
Sokoban Level Generation (2011)
Joshua Taylor and
Ian Parberry,
"Procedural Generation of Sokoban Levels",
Proceedings of the 6th International North American Conference on Intelligent Games and Simulation (GAMEON-NA),
pp. 5-12, EUROSIS,
2011.
[pdf,
BibTeX,
more information]
Abstract
We describe an algorithm for the procedural generation of levels for the popular Japanese puzzle game Sokoban. The algorithm takes a few parameters
and builds a random instance of the puzzle that is guaranteed to be solvable.
Although our algorithm and its implementation runs in exponential time, we present experimental evidence that it is sufficiently fast for offline use on a current generation PC when used to generate levels of size and complexity similar to those human-designed levels currently available online.
Created April 20, 2010.
Written in HTML 4.01 and CSS 3 using vi.
Last updated October 12, 2011.