Modern Trends in the Automatic Generation of Content for Video Games

Bontchev, Boyan

Serdica Journal of Computing (2016)

  • Volume: 10, Issue: 2, page 133-166
  • ISSN: 1312-6555

Abstract

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Attractive and realistic content has always played a crucial role in the penetration and popularity of digital games, virtual environments, and other multimedia applications. Procedural content generation enables the automatization of production of any type of game content including not only landscapes and narratives but also game mechanics and generation of whole games. The article offers a comparative analysis of the approaches to automatic generation of content for video games proposed in last five years. It suggests a new typology of the use of procedurally generated game content comprising of categories structured in three groups: content nature, generation process, and game dependence. Together with two other taxonomies – one of content type and the other of methods for content generation – this typology is used for comparing and discussing some specific approaches to procedural content generation in three promising research directions based on applying personalization and adaptation, descriptive languages, and semantic specifications.

How to cite

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Bontchev, Boyan. "Modern Trends in the Automatic Generation of Content for Video Games." Serdica Journal of Computing 10.2 (2016): 133-166. <http://eudml.org/doc/289539>.

@article{Bontchev2016,
abstract = {Attractive and realistic content has always played a crucial role in the penetration and popularity of digital games, virtual environments, and other multimedia applications. Procedural content generation enables the automatization of production of any type of game content including not only landscapes and narratives but also game mechanics and generation of whole games. The article offers a comparative analysis of the approaches to automatic generation of content for video games proposed in last five years. It suggests a new typology of the use of procedurally generated game content comprising of categories structured in three groups: content nature, generation process, and game dependence. Together with two other taxonomies – one of content type and the other of methods for content generation – this typology is used for comparing and discussing some specific approaches to procedural content generation in three promising research directions based on applying personalization and adaptation, descriptive languages, and semantic specifications.},
author = {Bontchev, Boyan},
journal = {Serdica Journal of Computing},
keywords = {Video Games; Content Generation; Descriptive; Personalization; Semantics},
language = {eng},
number = {2},
pages = {133-166},
publisher = {Institute of Mathematics and Informatics Bulgarian Academy of Sciences},
title = {Modern Trends in the Automatic Generation of Content for Video Games},
url = {http://eudml.org/doc/289539},
volume = {10},
year = {2016},
}

TY - JOUR
AU - Bontchev, Boyan
TI - Modern Trends in the Automatic Generation of Content for Video Games
JO - Serdica Journal of Computing
PY - 2016
PB - Institute of Mathematics and Informatics Bulgarian Academy of Sciences
VL - 10
IS - 2
SP - 133
EP - 166
AB - Attractive and realistic content has always played a crucial role in the penetration and popularity of digital games, virtual environments, and other multimedia applications. Procedural content generation enables the automatization of production of any type of game content including not only landscapes and narratives but also game mechanics and generation of whole games. The article offers a comparative analysis of the approaches to automatic generation of content for video games proposed in last five years. It suggests a new typology of the use of procedurally generated game content comprising of categories structured in three groups: content nature, generation process, and game dependence. Together with two other taxonomies – one of content type and the other of methods for content generation – this typology is used for comparing and discussing some specific approaches to procedural content generation in three promising research directions based on applying personalization and adaptation, descriptive languages, and semantic specifications.
LA - eng
KW - Video Games; Content Generation; Descriptive; Personalization; Semantics
UR - http://eudml.org/doc/289539
ER -

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