Procedural generation in game design
edited by Tanya X. Short and Tarn Adams
- Resource Type:
- E-Book
- Publication:
- Boca Raton : CRC Press, Taylor & Francis Group, [2017]
Availability
Location | Call Number | Availability | Request | Notes |
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QA76.76.C672 P76 2017eb | Checking availability |
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More Details
- Table of Contents:
- Machine generated contents note: ch. 1 When and Why to Use Procedural Generation
- Planning When To Use Procedural Generation / Darren Grey
- Integral / Darren Grey
- Drafting Content / Darren Grey
- Modal / Darren Grey
- Segmented / Darren Grey
- When PCG Is A Bad Idea / Darren Grey
- Quality Assurance / Darren Grey
- Time Restrictions / Darren Grey
- Authored Experience / Darren Grey
- Multiplayer / Darren Grey
- Just Random / Darren Grey
- Overreliance on PCG / Darren Grey
- Why Use Procedural Generation? / Darren Grey
- Utilitarian / Darren Grey
- Unique / Darren Grey
- ch. 2 Managing Output: Boredom versus Chaos / Darren Grey
- ch. 3 Aesthetics in Procedural Generation / Kenny Backus
- Atmosphere In Sunless Sea / Liam Welton
- Establishing The Rules / Liam Welton
- Blurring The Boundaries / Liam Welton
- Result / Liam Welton
- ch. 4 Designing for Modularity / Liam Welton
- Modules And Gestalts / Jason Grinblat
- Assembly Mechanisms And Gestalt Spaces / Jason Grinblat
- Enabling Play / Jason Grinblat
- Mechanics As Shared Substrates / Jason Grinblat
- Orthogonality / Jason Grinblat
- Equivalence Of Impact / Jason Grinblat
- Plotting Desirable Gestalts / Jason Grinblat
- Inserting Memorable Asymmetry / Jason Grinblat
- Reference / Jason Grinblat
- ch. 5 Ethical Procedural Generation / Jason Grinblat
- Talking In Code / Michael Cook
- Big Wide World / Michael Cook
- You Are What You Eat / Michael Cook
- Talking The Talk / Michael Cook
- Future / Michael Cook
- ch. 6 Level Design I: Case Study / Michael Cook
- Overview / Chris Chung
- Rules / Chris Chung
- How It Works / Chris Chung
- Conclusion / Chris Chung
- ch. 7 Level Design II: Handcrafted Integration / Chris Chung
- Standard Dungeons / Jim Shepard
- Crypt Generation / Jim Shepard
- Best Practices / Jim Shepard
- Dungeonmans Dungeon Generation Pseudocode / Jim Shepard
- Dungeonmans Crypt Generation Pseudocode / Jim Shepard
- ch. 8 Level Design III: Architecture and Destruction / Jim Shepard
- Architecture Generation / Evan Hahn
- Step 1: Calculate the Bounding Box / Evan Hahn
- Step 2: Split the Box into Regions / Evan Hahn
- Step 3: Skim Perimeter Regions / Evan Hahn
- Step 4: Place Connections / Evan Hahn
- Step 5: Assign Region Types / Evan Hahn
- Step 6: Make Adjustments / Evan Hahn
- Step 7: Generate the Regions / Evan Hahn
- Discussion / Evan Hahn
- ch. 9 Cyclic Generation / Evan Hahn
- Cycles / Joris Dormans
- Using Graphs To Express Cycles / Joris Dormans
- Patterns / Joris Dormans
- Implementation / Joris Dormans
- Aside: Lock-And-Key Attributes / Joris Dormans
- Locks Might Be Conditional, Dangerous, or Uncertain / Joris Dormans
- Locks Are Permanent, Reversible, Temporary, or Collapsing / Joris Dormans
- Locks Might Be Valves or Asymmetrical / Joris Dormans
- Locks and Keys Can Be Safe or Unsafe / Joris Dormans
- Keys Can Be Single Purpose or Multipurpose / Joris Dormans
- Keys Are Particular or Nonparticular / Joris Dormans
- Keys Might Be Consumed or Persistent / Joris Dormans
- Keys Might Be Fixed in Place / Joris Dormans
- Tilemaps / Joris Dormans
- Discussion / Joris Dormans
- ch. 10 Worlds / Joris Dormans
- Brief History Of World Generation / Mark R. Johnson
- Why Make Worlds? / Mark R. Johnson
- Exploration / Mark R. Johnson
- Expansive Or Complex Worlds / Mark R. Johnson
- Gameplay Variation / Mark R. Johnson
- Qualitative Procedural Generation / Mark R. Johnson
- ch. 11 Puzzles / Mark R. Johnson
- Procedurally Generating Puzzles / Danny Day
- Puzzle-Spaces / Danny Day
- Desired Outputs / Danny Day
- Puzzle Generation Approaches / Danny Day
- Random Start State / Danny Day
- Backward From Goal State / Danny Day
- Heuristics / Danny Day
- Extra Bonus: Permutations / Danny Day
- Desktop Dungeons, The Puzzle Roguelike / Danny Day
- More Puzzle Than Roguelike? / Danny Day
- More Roguelike Than Puzzle? / Danny Day
- Player Hope As A Resource / Danny Day
- Guaranteeing Solvability / Danny Day
- Generating Hope / Danny Day
- Conclusion / Danny Day
- ch. 12 Procedural Logic / Danny Day
- Background / Ben Kane
- Usual Approach To Procedural Generation / Ben Kane
- Different Application: Procedural Logic / Ben Kane
- How The Rule Logic Is Generated / Ben Kane
- Trivial Case / Ben Kane
- Countable Problems / Ben Kane
- Not So Trivial: Procedural Logic / Ben Kane
- Generating Rules / Ben Kane
- Queries: Asking Questions / Ben Kane
- Solutions: Taking Action / Ben Kane
- Improving The Process / Ben Kane
- Better Queries / Ben Kane
- Compound Queries / Ben Kane
- Query Contexts / Ben Kane
- Better Solutions / Ben Kane
- Rigging The Deck: Random That Feels Good / Ben Kane
- Dealing with Degenerates / Ben Kane
- Avoiding the Impossible / Ben Kane
- Putting It All Together / Ben Kane
- Conclusion / Ben Kane
- ch. 13 Artificial Intelligence / Ben Kane
- Unpredictability And Artificial Intelligence / Mark R. Johnson
- Movement And Combat / Mark R. Johnson
- Ambient Behavior / Mark R. Johnson
- Emergent Phenomena / Mark R. Johnson
- Conversations / Mark R. Johnson
- Dialects / Mark R. Johnson
- Conversation System / Mark R. Johnson
- Conclusion / Mark R. Johnson
- ch. 14 Procedural Enemy Waves / Mark R. Johnson
- Method 1: Spawn By Timer / Wyatt Cheng
- Spawn By Timer Pseudocode / Wyatt Cheng
- Commentary / Wyatt Cheng
- Key Characteristics / Wyatt Cheng
- Method 2: Spawn On Completion / Wyatt Cheng
- Spawn On Completion Pseudocode / Wyatt Cheng
- Commentary / Wyatt Cheng
- Key Characteristics / Wyatt Cheng
- Method 3: Continuously Escalating Total / Wyatt Cheng
- Continuously Escalating Total Pseudocode / Wyatt Cheng
- Commentary / Wyatt Cheng
- Key Characteristics / Wyatt Cheng
- Method 4: Hitpoint Progression / Wyatt Cheng
- Hitpoint Progression Pseudocode / Wyatt Cheng
- Commentary / Wyatt Cheng
- Key Characteristics / Wyatt Cheng
- Conclusion / Wyatt Cheng
- ch. 15 Generative Artwork / Wyatt Cheng
- Techniques / Loren Schmidt
- Perception Of Intent / Loren Schmidt
- ch. 16 Generative Art Toys / Loren Schmidt
- Building Art Toys, For Experts And Novices / Kate Compton
- Experience Of Art Toys / Kate Compton
- Trading Control For Power / Kate Compton
- Design And Construction Of Art Toys / Kate Compton
- Inputs / Kate Compton
- Data and Transformations / Kate Compton
- Points and Rotations / Kate Compton
- Connectivity and Meshes / Kate Compton
- Gestural Curves / Kate Compton
- Forces and Acceleration / Kate Compton
- Rendering / Kate Compton
- Outside The Generator: Judgment, Sharing, And Curation / Kate Compton
- Conclusions: Creativity For Anyone / Kate Compton
- ch. 17 Audio and Composition / Kate Compton
- Procedural Audio In Skipping Stones / Bronson Zgeb
- Sampling / Bronson Zgeb
- Pitch / Bronson Zgeb
- Implementation / Bronson Zgeb
- Procedural Composition In Skipping Stones / Bronson Zgeb
- Beat / Bronson Zgeb
- Scale / Bronson Zgeb
- Steps / Bronson Zgeb
- Chords / Bronson Zgeb
- Motif and Repetition / Bronson Zgeb
- Conclusion / Bronson Zgeb
- ch. 18 Story and Plot Generation / Bronson Zgeb
- Grammars And Story Grammars / Ben Kybartas
- Game World / Ben Kybartas
- Story Model / Ben Kybartas
- Rule Design / Ben Kybartas
- Secondary Rewrite Rules / Ben Kybartas
- Game World Simulation / Ben Kybartas
- Metric-Guided Generation / Ben Kybartas
- Conclusions / Ben Kybartas
- ch.
- 19 Emergent Narratives and Story Volumes / Ben Kybartas
- Motivation / Jason Grinblat
- Voice In The Machine / Jason Grinblat
- Fiasco: A Case Study / Jason Grinblat
- Unpacking Your Themes / Jason Grinblat
- Grist For The Narrative Mill / Jason Grinblat
- ch. 20 Poetry Generation / Jason Grinblat
- ch. 21 Characters and Personalities / Harry Tuffs
- Introduction / Emily Short
- Source Material / Emily Short
- Realization / Emily Short
- Selecting Dialogue / Emily Short
- Layering Dialogue Features / Emily Short
- Character And World Interaction / Emily Short
- Creation / Emily Short
- Orthogonal / Emily Short
- Mechanically Significant / Emily Short
- Easy To Communicate / Emily Short
- Meaningful In Combination / Emily Short
- Recurring Strategies / Emily Short
- Combining Output From Several Layers Of Simulation Or Gameplay / Emily Short
- Bringing Character Into Every Interaction / Emily Short
- Juxtaposing Events And Interpretation / Emily Short
- Callbacks To Earlier Events / Emily Short
- Pitfalls / Emily Short
- Overgeneralization / Emily Short
- Overrealism / Emily Short
- Untamed Simulation / Emily Short
- ch. 22 Understanding the Generated / Emily Short
- Expressive Range And Generative Spaces / Gillian Smith
- Qualities Of The Generated / Gillian Smith
- Types Of Qualities / Gillian Smith
- Example / Gillian Smith
- Formalizing Qualities Into Metrics / Gillian Smith
- Example / Gillian Smith
- Metrics Versus Requirements / Gillian Smith
- Qualities Of The Generator / Gillian Smith
- Visualizing Expressive Range / Gillian Smith
- Histograms / Gillian Smith
- Example / Gillian Smith
- Distance-Based Clustering / Gillian Smith
- Conclusion / Gillian Smith
- References / Gillian Smith
- Contents note continued: ch. 23 Content Tools Case Study / Gillian Smith
- System Overview / Kepa Auwae
- Example Room / Kepa Auwae
- ch. 24 Automated Game Tuning / Kepa Auwae
- Step 1: Set Parameters / Aaron Isaksen
- Step 2: Generate The Game Level / Aaron Isaksen
- Step 3: Simulate The Game / Aaron Isaksen
- Step 4: Analyze The Data / Aaron Isaksen
- Step 5: Visualize The Data And Make Adjustments / Aaron Isaksen
- Conclusion / Aaron Isaksen
- Acknowledgments / Aaron Isaksen
- ch. 25 Generating Rules / Aaron Isaksen
- Mix And Match / Michael Cook
- Game Design 101 / Michael Cook
- Throwing Out The Rulebook / Michael Cook
- ch. 26 Algorithms and Approaches / Michael Cook
- Random Numbers / Brian Bucklew
- Pseudorandom Number Generators / Brian Bucklew
- Making Use of Repeatable Series / Brian Bucklew
- Seeds and Hashing / Brian Bucklew
- Rolling Dice / Brian Bucklew
- Normal Distributions / Brian Bucklew
- Weighted Distributions / Brian Bucklew
- Heightmaps / Brian Bucklew
- Box Linear Filters / Brian Bucklew
- Midpoint Displacement / Brian Bucklew
- Perlin and Simplex Noise / Brian Bucklew
- Sequence Generation / Brian Bucklew
- Lindenmayer Systems (L-Systems) / Brian Bucklew
- Markov Chains / Brian Bucklew
- Filling Space / Brian Bucklew
- Random Walks / Brian Bucklew
- One-Dimensional Random Walks / Brian Bucklew
- Two-Dimensional Random Walks / Brian Bucklew
- Cellular Automata / Brian Bucklew
- Settling / Brian Bucklew
- Wang Tiles / Brian Bucklew
- Partitioning Space / Brian Bucklew
- Binary Space Partition / Brian Bucklew
- Voronoi Diagrams / Brian Bucklew
- Dijkstra Maps / Brian Bucklew
- Tree Mapping / Brian Bucklew
- Putting It All Together / Brian Bucklew
- ch. 27 Meaning / Brian Bucklew
- Meaning In Games / Mark R. Johnson
- Meaninglessness In Games / Mark R. Johnson
- Designer And Player Meaning / Mark R. Johnson
- Meaning In Qualitative Procedural Generation / Mark R. Johnson
- Conclusion / Mark R. Johnson.
- Contributors:
- Short, Tanya , editorAdams, Tarn , editor
- Languages:
- English
- Language Notes:
- Item content: English
- Subjects:
- General Notes:
- Includes bibliographical references and index.
Description based on print version record. - Physical Description:
- 1 online resource.
- Call Numbers:
- QA76.76.C672 P76 2017eb
- ISBNs:
- 9781498799201 (electronic bk.)
1498799205 (electronic bk.)
9781498799195 [Invalid]
1498799191 [Invalid]
9781138743311 [Invalid]
1138743313 [Invalid] - OCLC Numbers:
- 990267798
- Other Control Numbers:
- EBC4875448 (source: MiAaPQ)
[Unknown Type]: ybp13053313