An algorithm is a sequence of deterministic steps that results in something usefull being done. So PCG algorithm is one that either generates a large amount of content for a small investment of input data, or one that adds structure to random noise. So here you will find the recipies of PCG. They are categorized here by what they generate. It is also possible to categorize them by the mindset behind their use, see Ontogenetic vs Teleological.
Map Generation
A map requires values over a 2d or 3d grid. It forms the space that a player occupies and interacts with.
- Artificial Life
- Caves
- Cellular Automata
- City Generation
- Dungeon Generation
- Dynamic Weather
- Fire Propagation
- Fluid Dynamics
- Forests
- Fractal
- Fractal River Basins
- Fractional Brownian motion
- Genetic Algorithm
- Height Maps
- Iterated Function System
- L-System
- Map Generation
- Mazes
- MegaTexture
- Perlin Noise
- Plant Generation
- Procedural Sky
- Procedural Spooling
- Procedural Texture
- Rapidly-exploring random tree
- Reaction-Diffusion System
- Texture Synthesis
- Universe Generation
- Voronoi Diagram
Sequence Generation
Sometimes a group of things with a linear order to them is needed, whether notes in a song, letters in text, or numbers as parameters to other algorithms.
- Algorithmic Balance
- Artificial Life
- Automatic Game Design
- Blum Blum Shub
- Cellular Automata
- Dynamic Weather
- Fractal
- Fractional Brownian motion
- Genetic Algorithm
- Linear Congruential Generator
- Mad Libs
- Markov Chain
- Mersenne Twister
- Natural Language Processing
- Procedural Animation
- Pseudorandom Number Generator
- Random Number Generation
- Random Seed
- Random Walk
- Reaction-Diffusion System
- Sequence Generation
- Shuffling
- Wave Propagation
Uncategorized
Either these algorithms are hard to categorize, or nobody has placed the correct _sequence_generation or _map_generation tags.