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		<title>Procedural Content Generation - new forum posts</title>
		<link>http://pcg.wikidot.com/forum/start</link>
		<description>Posts in forums of the site &quot;Procedural Content Generation&quot;</description>
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				<guid>http://pcg.wikidot.com/forum/t-194138#post-625555</guid>
				<title>Access to Google Analytics for this site</title>
				<link>http://pcg.wikidot.com/forum/t-194138/access-to-google-analytics-for-this-site#post-625555</link>
				<description></description>
				<pubDate>Thu, 05 Nov 2009 09:20:39 +0000</pubDate>
				<wikidot:authorName>andrewdoull</wikidot:authorName>				<wikidot:authorUserId>125736</wikidot:authorUserId>				<content:encoded>
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						 <p>Hi,</p> <p>Drop me a line or reply to this post if you want access to the Google Analytics information for pcg.wikidot.com. Unfortunately, the permissions model for Analytics as I understand it means I can only give View Only access without having to throw away all the historical information and starting again.</p> <p>Regards,</p> <p>Andrew Doull</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-194138/access-to-google-analytics-for-this-site">Access to Google Analytics for this site</a>
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				<guid>http://pcg.wikidot.com/forum/t-187549#post-618212</guid>
				<title>Re: Procedural Content Generation symposium</title>
				<link>http://pcg.wikidot.com/forum/t-187549/procedural-content-generation-symposium#post-618212</link>
				<description></description>
				<pubDate>Tue, 27 Oct 2009 07:13:56 +0000</pubDate>
				<wikidot:authorName>andrewdoull</wikidot:authorName>				<wikidot:authorUserId>125736</wikidot:authorUserId>				<content:encoded>
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						 <p>There are some notes at <a href="http://forums.tigsource.com/index.php?topic=5174.msg272093#msg272093">http://forums.tigsource.com/index.php?topic=5174.msg272093#msg272093</a> if you want to see what was talked about.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-187549/procedural-content-generation-symposium">Procedural Content Generation symposium</a>
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				<guid>http://pcg.wikidot.com/forum/t-189425#post-618190</guid>
				<title>Re: The Canon of Procedural Games</title>
				<link>http://pcg.wikidot.com/forum/t-189425/the-canon-of-procedural-games#post-618190</link>
				<description></description>
				<pubDate>Tue, 27 Oct 2009 06:08:55 +0000</pubDate>
				<wikidot:authorName>andrewdoull</wikidot:authorName>				<wikidot:authorUserId>125736</wikidot:authorUserId>				<content:encoded>
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						 <p>Thanks for the responses on this. I'm still not convinced either way, and have had people argue for both sides of the equation. I suspect the best approach to take is to be inclusive, but highlight the fact some people may not consider adaptive difficulty to be classically procedural.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-189425/the-canon-of-procedural-games">The Canon of Procedural Games</a>
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				<guid>http://pcg.wikidot.com/forum/t-191931#post-618189</guid>
				<title>Procedural Content Generation Google group</title>
				<link>http://pcg.wikidot.com/forum/t-191931/procedural-content-generation-google-group#post-618189</link>
				<description></description>
				<pubDate>Tue, 27 Oct 2009 06:04:12 +0000</pubDate>
				<wikidot:authorName>andrewdoull</wikidot:authorName>				<wikidot:authorUserId>125736</wikidot:authorUserId>				<content:encoded>
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						 <p>Hi all,</p> <p>Julian Togelius has set up a Google group for PCG at <a href="http://groups.google.com/group/proceduralcontent">http://groups.google.com/group/proceduralcontent</a> which appears to already have more discussion other than housekeeping than the forums here. I'd like to invite regular contributors to join the group - I suspect we should perhaps have a brief poll here on whether we should close down the forums here other than the General Discussion forum.</p> <p>Regards,</p> <p>Andrew</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-191931/procedural-content-generation-google-group">Procedural Content Generation Google group</a>
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				<guid>http://pcg.wikidot.com/forum/t-189425#post-612777</guid>
				<title>Re: The Canon of Procedural Games</title>
				<link>http://pcg.wikidot.com/forum/t-189425/the-canon-of-procedural-games#post-612777</link>
				<description></description>
				<pubDate>Tue, 20 Oct 2009 13:55:56 +0000</pubDate>
				<wikidot:authorName>ejh</wikidot:authorName>				<wikidot:authorUserId>392171</wikidot:authorUserId>				<content:encoded>
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						 <p>Its a tough call on this. Many popular games do some form of adaptive difficulty in ad-hoc and very game-specific ways. Makiyivka above makes a great point: the goal of procedural content is to open the gamespace, whereas often the goal of adaptive AI is to close it (but not always, consider something like the adaptive AI characters in Facade?).</p> <p>I'd surely consider AI content though, the difficulty and complexity of which certainly affects the enjoyability of the game. I'd say only include games that feature adaptive AI as a major feature, like Left4Dead.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-189425/the-canon-of-procedural-games">The Canon of Procedural Games</a>
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				<guid>http://pcg.wikidot.com/forum/t-189425#post-611046</guid>
				<title>Re: The Canon of Procedural Games</title>
				<link>http://pcg.wikidot.com/forum/t-189425/the-canon-of-procedural-games#post-611046</link>
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				<pubDate>Sun, 18 Oct 2009 10:15:46 +0000</pubDate>
				<wikidot:authorName>andrewdoull</wikidot:authorName>				<wikidot:authorUserId>125736</wikidot:authorUserId>				<content:encoded>
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						 <blockquote> <p>On the topic of Left 4 Dead, could you point me to a description of its adaptive difficulty, if you happen to have one? Because my limited experience with the game seems to suggest that what the AI Director is more an example of Algorithmic Difficulty, rather than adaptive….if I try to play a campaign on a difficulty that is too high for me, I will just fail the campaign. Likewise if I play on a difficulty that is too easy, I will run through it unchallenged. The AI Director may place the zombies in new locations each time, or order in zombie waves in different locations, but if I opt to play a hard campaign, then the AI Director will algorithmically give me a hard campaign.</p> </blockquote> <p>A lot of the press about Left4Dead mentioned it's adaptive difficulty - [<a href="http://www.edge-online.com/blogs/gabe-newell-writes-edge" >http://www.edge-online.com/blogs/gabe-newell-writes-edge</a>] is probably the easiest example to find. I'll add it to the article.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-189425/the-canon-of-procedural-games">The Canon of Procedural Games</a>
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				<guid>http://pcg.wikidot.com/forum/t-189425#post-610979</guid>
				<title>Re: The Canon of Procedural Games</title>
				<link>http://pcg.wikidot.com/forum/t-189425/the-canon-of-procedural-games#post-610979</link>
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				<pubDate>Sun, 18 Oct 2009 07:49:09 +0000</pubDate>
				<wikidot:authorName>Makiyivka</wikidot:authorName>				<wikidot:authorUserId>91384</wikidot:authorUserId>				<content:encoded>
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						 <p>The following is mostly a mixture of typing as I think and thinking at 3am, so hopefully it comes out coherent and useful.</p> <p>From the 'What PCG is' page, you have created this as your base definition of PCG:<br /> "Procedural content generation (PCG) is the programmatic generation of game content using a random or pseudo-random process that results in an unpredictable range of possible game play spaces."</p> <p>A potential problem with adaptive difficulty as a PCG technique is that rather than allowing the player to explore an 'unpredictable range of possible game play spaces,' the goal of adaptive difficulty (as I understand it) is to constrain the player into the game designer's preferred play space. That is, if you are too good at the game, the game will get harder, so that you progress as expected. The same is true of the 'too bad at the game' case.</p> <p>Take Resident Evil 4, for instance. Much of the tension, the overall 'experience,' in the game comes from managing a small amount of resources, primarily ammunition. Therefore, if I, as the game designer, want to ensure that a certain scene or boss 'feels' right, I need to make sure that the player has a given amount of ammunition when entering the fight, so that they get the experience I designed for them. By adding adaptive difficulty, I introduce a nice negative-feedback loop which prevents players from straying too far from this 'optimal' play space, by either removing excess resources if the player is too good (and thus has an abundance of ammo) or by adding in resources if the player is too bad (and is running the risk of leaving the game out of frustration).</p> <p>Next look at Oblivion. The adaptive difficulty in this game, as far as I understand it, scales the monsters' levels with that of the player. So if I approach a tower at level 1, I will fight a level appropriate enemy. Similarly, if I approach that same tower twenty levels later, the enemies will have leveled up appropriately (perhaps the bandits have full plate mail and magical swords instead of cheap daggers and torn clothing). Now, again, this adaptive difficulty serves to focus the game into a very comfortable and safe player space…I will always be able to vanquish my enemies, provided I put in approximately the same amount of effort as I did previously. This adaptive difficulty removes the player's ability to explore the more 'dangerous' parts of the play space in favour of keeping the game friendly and playable. Now, this may have benefits for many players (I personally disliked the leveling world), but as far as resulting in the exploration of an "unpredictable range of possible game play spaces,' Adaptive Difficulty, as I have seen it implemented, seems to be designed to do the exact opposite: to allow the designer to better control the player experience.</p> <p>On the topic of Left 4 Dead, could you point me to a description of its adaptive difficulty, if you happen to have one? Because my limited experience with the game seems to suggest that what the AI Director is more an example of Algorithmic Difficulty, rather than adaptive….if I try to play a campaign on a difficulty that is too high for me, I will just fail the campaign. Likewise if I play on a difficulty that is too easy, I will run through it unchallenged. The AI Director may place the zombies in new locations each time, or order in zombie waves in different locations, but if I opt to play a hard campaign, then the AI Director will algorithmically give me a hard campaign.</p> <p>Anyway, I hope I've at least provided a decent springboard off of which to continue thinking about the issue of adaptive difficulty as it relates to this wiki.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-189425/the-canon-of-procedural-games">The Canon of Procedural Games</a>
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				<guid>http://pcg.wikidot.com/forum/t-189425#post-610410</guid>
				<title>The Canon of Procedural Games</title>
				<link>http://pcg.wikidot.com/forum/t-189425/the-canon-of-procedural-games#post-610410</link>
				<description></description>
				<pubDate>Sat, 17 Oct 2009 01:24:27 +0000</pubDate>
				<wikidot:authorName>andrewdoull</wikidot:authorName>				<wikidot:authorUserId>125736</wikidot:authorUserId>				<content:encoded>
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						 <p>While updating the PCG wiki today, I've come across the difficult notion of canon in procedural content generated games. I've flirted with this concept before, by defining games which are prototypically procedural, but in general I've tried to be inclusive rather than exclusive when it comes to including games in the PCG wiki.</p> <p>I've hit a stumbling point writing up an article on adaptive difficulty - always a controversial point in games. I'll quote the whole article to saving you having to go to the original link:</p> <blockquote> <p>Adaptive difficulty is the process of adjusting the game in reaction to the player. By spawning new enemies or powering up existing enemies if the player is progressing quickly through the game, or by decreasing the frequency and/or difficulty of existing enemies if the player appears to be having problems progressing, adaptive difficulty techniques attempt to create the 'optimal' game experience.</p> <p>Classically, adaptive difficulty has been seen as a hard problem, requiring a level of artificial intelligence in the game to attempt to model the player to attempt to determine if they are finding the game easy or difficult.</p> <p>However simpler RPG style mechanisms can also be seen as adaptive difficulty techniques. Allowing the player to level up by playing through additional easier content can ensure the player is able to grind their way through parts of the game in order to decrease the difficulty of sections of the game where the difficulty level increases. Paradoxically, adaptive difficulty techniques which increase the difficulty of the game by scaling up enemy strength have been fiercely resisted by RPG players, as can be seen by the negative reactions to the difficulty scaling in Oblivion.</p> <p>Adaptive difficulty is not usually seen as a procedural content generation technique, but it has most of the features of such techniques. It could be seen as decreasing a game's randomness instead of increasing it which would make games which feature it without other PCG features to fall outside the 'canon' of PCG games.</p> </blockquote> <p>Should I include games which have adaptive difficulty in the PCG wiki? There are plenty of examples of games which have adaptive difficulty and are procedural (Oblivion I've already mentioned, Left4Dead) but there are plenty of games which are not (SiN: Episodes). And I don't want to include every RPG, based on the argument I've made above.</p> <p>The real question is not whether I should include these games, and the answer to that is probably not, but why? What good reason can I give to not include SiN: Episodes, for instance, as a procedural game?</p> <p>Again, the randomness argument is the most plausible, but it is not completely convincing.</p> <p>Convince me.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-189425/the-canon-of-procedural-games">The Canon of Procedural Games</a>
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				<guid>http://pcg.wikidot.com/forum/t-187549#post-604658</guid>
				<title>Procedural Content Generation symposium</title>
				<link>http://pcg.wikidot.com/forum/t-187549/procedural-content-generation-symposium#post-604658</link>
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				<pubDate>Fri, 09 Oct 2009 03:13:59 +0000</pubDate>
				<wikidot:authorName>andrewdoull</wikidot:authorName>				<wikidot:authorUserId>125736</wikidot:authorUserId>				<content:encoded>
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						 <p>Is anyone able to get a write up of some of the events at the Procedural Content Generation symposium as outlined by Gillian? <a href="http://eis-blog.ucsc.edu/2009/10/eis-hosts-the-procedural-content-generation-symposium/">http://eis-blog.ucsc.edu/2009/10/eis-hosts-the-procedural-content-generation-symposium/</a></p> <p>I'd love to be there…</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-187549/procedural-content-generation-symposium">Procedural Content Generation symposium</a>
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				<guid>http://pcg.wikidot.com/forum/t-170557#post-544485</guid>
				<title>Re: Link from original version of this</title>
				<link>http://pcg.wikidot.com/forum/t-170557/name-generation#post-544485</link>
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				<pubDate>Sun, 26 Jul 2009 02:49:15 +0000</pubDate>
				<wikidot:authorName>droid</wikidot:authorName>				<wikidot:authorUserId>171383</wikidot:authorUserId>				<content:encoded>
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						 <p>'ownership' might be more accurately <a href="http://en.wikipedia.org/wiki/Identification_(literature)" >'identification'</a>.</p> <p>It really happens though. In X-Com a soldier had the same name as a friend I knew, so he was kept around, even after I discovered PSI and found that he had mediocre PSI strength.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42050">Hidden / Per page discussions</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-170557/name-generation">Name Generation</a>
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				<guid>http://pcg.wikidot.com/forum/t-170557#post-539672</guid>
				<title>Re: prefix/suffix system</title>
				<link>http://pcg.wikidot.com/forum/t-170557/name-generation#post-539672</link>
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				<pubDate>Tue, 21 Jul 2009 01:20:37 +0000</pubDate>
				<wikidot:authorName>andrewdoull</wikidot:authorName>				<wikidot:authorUserId>125736</wikidot:authorUserId>				<content:encoded>
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						 <p>I think those examples should go here…</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42050">Hidden / Per page discussions</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-170557/name-generation">Name Generation</a>
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				<guid>http://pcg.wikidot.com/forum/t-170557#post-539366</guid>
				<title>prefix/suffix system</title>
				<link>http://pcg.wikidot.com/forum/t-170557/name-generation#post-539366</link>
				<description></description>
				<pubDate>Mon, 20 Jul 2009 17:37:32 +0000</pubDate>
				<wikidot:authorName>droid</wikidot:authorName>				<wikidot:authorUserId>171383</wikidot:authorUserId>				<content:encoded>
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						 <p>not sure if it should go here, but names can have an impact on how an item works.</p> <p>Many of the <a href="http://pcg.wikidot.com/event:tig-source-procedural-content-generation-competition">TIG-PCG</a> entries got attributes for items by asking the player for a word and seeding the RNG with it, or hashing it, etc.</p> <p><a href="http://pcg.wikidot.com/series:diablo-clones">Diablo</a> adds prefixes and suffixes to an item, and the mods on an item are dependent on the prefixes/suffixes.</p> <p>Then there is <a href="http://pcg.wikidot.com/pcg-games:treasure-of-the-rudras">Treasure of the Rudras</a> where the player-entered name of the spell was parsed into prefixes, base, and postfixes to select the effect of the spell.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42050">Hidden / Per page discussions</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-170557/name-generation">Name Generation</a>
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				<guid>http://pcg.wikidot.com/forum/t-170557#post-539145</guid>
				<title>Re: Link from original version of this</title>
				<link>http://pcg.wikidot.com/forum/t-170557/name-generation#post-539145</link>
				<description></description>
				<pubDate>Mon, 20 Jul 2009 12:54:23 +0000</pubDate>
				<wikidot:authorName>andrewdoull</wikidot:authorName>				<wikidot:authorUserId>125736</wikidot:authorUserId>				<content:encoded>
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						 <p>I can see why you're not sure you understand - I could have sworn I created a page on name generation at the same time you did… it turns out I actually just edited <a href="http://pcg.wikidot.com/pcg-algorithm:instancing-of-in-game-entities">instancing-of-in-game-entities</a> without creating the page.</p> <p>I'll add in the additional reference I was planning to create on a name generation page to this one…</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42050">Hidden / Per page discussions</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-170557/name-generation">Name Generation</a>
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				<guid>http://pcg.wikidot.com/forum/t-170557#post-539120</guid>
				<title>Re: Link from original version of this</title>
				<link>http://pcg.wikidot.com/forum/t-170557/name-generation#post-539120</link>
				<description></description>
				<pubDate>Mon, 20 Jul 2009 12:10:03 +0000</pubDate>
				<wikidot:authorName>Richard Tew</wikidot:authorName>				<wikidot:authorUserId>234886</wikidot:authorUserId>				<content:encoded>
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						 <p>I'm not sure I understand — is this comment intended for this page, or did it get added to it accidently by mistake? I didn't find anything like this in the wiki, and stumbling upon the Cartographer's Guild thread about there being a science behind naming places added one. Given that, can you give me some context to understand your comment. Cheers.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42050">Hidden / Per page discussions</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-170557/name-generation">Name Generation</a>
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				<guid>http://pcg.wikidot.com/forum/t-170557#post-539095</guid>
				<title>Link from original version of this</title>
				<link>http://pcg.wikidot.com/forum/t-170557/name-generation#post-539095</link>
				<description></description>
				<pubDate>Mon, 20 Jul 2009 11:36:13 +0000</pubDate>
				<wikidot:authorName>andrewdoull</wikidot:authorName>				<wikidot:authorUserId>125736</wikidot:authorUserId>				<content:encoded>
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						 <p>While this is a much much better version of this page, I think the 'ownership' insight is still worth including, even if it's a case of shameless self-promotion.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42050">Hidden / Per page discussions</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-170557/name-generation">Name Generation</a>
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				<guid>http://pcg.wikidot.com/forum/t-169765#post-537386</guid>
				<title>Re: Pcg-taxonomy to pcg-algorithm: _concepts</title>
				<link>http://pcg.wikidot.com/forum/t-169765/pcg-taxonomy-to-pcg-algorithm:concepts#post-537386</link>
				<description></description>
				<pubDate>Fri, 17 Jul 2009 23:42:20 +0000</pubDate>
				<wikidot:authorName>andrewdoull</wikidot:authorName>				<wikidot:authorUserId>125736</wikidot:authorUserId>				<content:encoded>
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						 <p>Just realised we have those tags already (nice). Or I should say: teleological and ontogenetic.</p> <p>Thanks to whomever set those up.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-169765/pcg-taxonomy-to-pcg-algorithm:concepts">Pcg-taxonomy to pcg-algorithm: _concepts</a>
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				<guid>http://pcg.wikidot.com/forum/t-169765#post-537365</guid>
				<title>Re: Pcg-taxonomy to pcg-algorithm: _concepts</title>
				<link>http://pcg.wikidot.com/forum/t-169765/pcg-taxonomy-to-pcg-algorithm:concepts#post-537365</link>
				<description></description>
				<pubDate>Fri, 17 Jul 2009 23:05:16 +0000</pubDate>
				<wikidot:authorName>andrewdoull</wikidot:authorName>				<wikidot:authorUserId>125736</wikidot:authorUserId>				<content:encoded>
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						 <p>I've also added in Teleological and Ontogenetic sections to the main Code page, so feel free to add _teleological and _ontogenetic tags to pcg-algorithm pages as required.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-169765/pcg-taxonomy-to-pcg-algorithm:concepts">Pcg-taxonomy to pcg-algorithm: _concepts</a>
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				<guid>http://pcg.wikidot.com/forum/t-169765#post-537326</guid>
				<title>Re: Pcg-taxonomy to pcg-algorithm: _concepts</title>
				<link>http://pcg.wikidot.com/forum/t-169765/pcg-taxonomy-to-pcg-algorithm:concepts#post-537326</link>
				<description></description>
				<pubDate>Fri, 17 Jul 2009 22:30:18 +0000</pubDate>
				<wikidot:authorName>andrewdoull</wikidot:authorName>				<wikidot:authorUserId>125736</wikidot:authorUserId>				<content:encoded>
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						 <p>Go Droid. Nice article on identify systems…</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-169765/pcg-taxonomy-to-pcg-algorithm:concepts">Pcg-taxonomy to pcg-algorithm: _concepts</a>
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				<guid>http://pcg.wikidot.com/forum/t-169765#post-536880</guid>
				<title>Re: Pcg-taxonomy to pcg-algorithm: _concepts</title>
				<link>http://pcg.wikidot.com/forum/t-169765/pcg-taxonomy-to-pcg-algorithm:concepts#post-536880</link>
				<description></description>
				<pubDate>Fri, 17 Jul 2009 15:30:51 +0000</pubDate>
				<wikidot:authorName>droid</wikidot:authorName>				<wikidot:authorUserId>171383</wikidot:authorUserId>				<content:encoded>
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						 <p>No objections here. That is probably the best way to arrange things.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-169765/pcg-taxonomy-to-pcg-algorithm:concepts">Pcg-taxonomy to pcg-algorithm: _concepts</a>
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				<guid>http://pcg.wikidot.com/forum/t-169765#post-536447</guid>
				<title>Pcg-taxonomy to pcg-algorithm: _concepts</title>
				<link>http://pcg.wikidot.com/forum/t-169765/pcg-taxonomy-to-pcg-algorithm:concepts#post-536447</link>
				<description></description>
				<pubDate>Fri, 17 Jul 2009 04:41:20 +0000</pubDate>
				<wikidot:authorName>andrewdoull</wikidot:authorName>				<wikidot:authorUserId>125736</wikidot:authorUserId>				<content:encoded>
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						 <p>Hi guys,</p> <p>Having set up a fairly rigid taxonomy of thinking about PCG types, I think it's time to break it down. There's a couple of reasons why:</p> <p>1. It's too difficult to spell taxonomy.<br /> 2. I've created this pcg-algorithm: _concepts tag and want to use it.</p> <p>So if no one has any objections in the next couple of days, I'll move these across.</p> <p>Of course, there's an equally valid argument to go 'why are these algorithms at all?'. They're not. They're higher level concepts. But they lie close to algorithms on the thinking about 'how do I implement the creation of procedural concept.'</p> <p>Thoughts?</p> <p>Andrew</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-169765/pcg-taxonomy-to-pcg-algorithm:concepts">Pcg-taxonomy to pcg-algorithm: _concepts</a>
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				<guid>http://pcg.wikidot.com/forum/t-168030#post-531168</guid>
				<title>Re: Style and Tone</title>
				<link>http://pcg.wikidot.com/forum/t-168030/style-and-tone#post-531168</link>
				<description></description>
				<pubDate>Sat, 11 Jul 2009 07:07:47 +0000</pubDate>
				<wikidot:authorName>andrewdoull</wikidot:authorName>				<wikidot:authorUserId>125736</wikidot:authorUserId>				<content:encoded>
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						 <p>One thing I'd like to expand on is having tools within the wiki to allow live interaction with various algorithms. Kind of like a Javascript version of Biome. The cellular automaton page has an example of my thinking in this area, but I've not really worked on it beyond that.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-168030/style-and-tone">Style and Tone</a>
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				<guid>http://pcg.wikidot.com/forum/t-163206#post-530828</guid>
				<title>Re: Gallery</title>
				<link>http://pcg.wikidot.com/forum/t-163206/gallery#post-530828</link>
				<description></description>
				<pubDate>Fri, 10 Jul 2009 20:56:57 +0000</pubDate>
				<wikidot:authorName>droid</wikidot:authorName>				<wikidot:authorUserId>171383</wikidot:authorUserId>				<content:encoded>
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						 <p>OK, now anyone with a flickr account can join the <a href="http://www.flickr.com/groups/1153986@N23/pool/" >PCG gallery</a> and their images will end up on the gallery page on our site. There are a set of rules to be agreed to, that is mostly so that people that have never joined the wiki can add stuff without messing up what we want to do here (the only other member of the group falls into that category).</p> <p>The FlickrGallery module is kind of neat but could still use some work. There are two features that should exist, might not take to much work on the part of wikidot:</p> <p>1: allow tags to be negated: that is we want to exclude all images that have certain tags. This isn't a big issue but would be nice. I filed this as a bug but that probably isn't the correct place to put it.<br /> something like:</p> <div class="code"> <pre> <code>[[module FlickrGallery tags="procedural" excludeTags="unicorns" tagMode="any"]]</code> </pre></div> <p>2: allow tags to be combined with "alternative attributes": photosetId, groupId, groupUrl. If this was implemented we could use the gallery to populate other pages. (An expamle is <a href="http://pcg.wikidot.com/pcg-algorithm:fractal">fractal</a>. Using tags only there are many images there that are not proceduraly generated (such as photographs of plants) and very few have any explanation as to where they come from. There are images in the flickr group pool that have the tag fractal and it would be nice if we could show them that page.)</p> <div class="code"> <pre> <code>[[module FlickrGallery groupId="1153986@N23" tags="fractal"]]</code> </pre></div> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-163206/gallery">Gallery</a>
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				<guid>http://pcg.wikidot.com/forum/t-168030#post-530337</guid>
				<title>Re: Style and Tone</title>
				<link>http://pcg.wikidot.com/forum/t-168030/style-and-tone#post-530337</link>
				<description></description>
				<pubDate>Fri, 10 Jul 2009 07:42:10 +0000</pubDate>
				<wikidot:authorName>Richard Tew</wikidot:authorName>				<wikidot:authorUserId>234886</wikidot:authorUserId>				<content:encoded>
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						 <p>An encyclopedic wiki seems fine to me. We're not exactly swimming in contributors and it seems to me like a good start in building up a base of material. Personally I am pleased to just find the time and interest to chip in and add something however it comes out. Adding a barrier in terms of sitting there and editing it, is something that would get in the way of this.</p> <p>Whether a wiki should in and of itself be the vehicle to promote discussion, I am not so certain. Perhaps more proactive endeavours better suited to engaging people would be better suited. One thing that comes to mind is perhaps informal challenges where people are encouraged to implement some usage of a procedural generation technique, in friendly competition.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-168030/style-and-tone">Style and Tone</a>
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				<guid>http://pcg.wikidot.com/forum/t-168030#post-530316</guid>
				<title>Re: Style and Tone</title>
				<link>http://pcg.wikidot.com/forum/t-168030/style-and-tone#post-530316</link>
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				<pubDate>Fri, 10 Jul 2009 06:19:54 +0000</pubDate>
				<wikidot:authorName>andrewdoull</wikidot:authorName>				<wikidot:authorUserId>125736</wikidot:authorUserId>				<content:encoded>
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						 <blockquote> <p>Anyway, this is my plan. Any thoughts?</p> </blockquote> <p>At this stage I don't know if we have enough content yet for a clear style to have emerged… but a less formal style is fine by me.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-168030/style-and-tone">Style and Tone</a>
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				<guid>http://pcg.wikidot.com/forum/t-168030#post-529734</guid>
				<title>Style and Tone</title>
				<link>http://pcg.wikidot.com/forum/t-168030/style-and-tone#post-529734</link>
				<description></description>
				<pubDate>Thu, 09 Jul 2009 16:54:13 +0000</pubDate>
				<wikidot:authorName>droid</wikidot:authorName>				<wikidot:authorUserId>171383</wikidot:authorUserId>				<content:encoded>
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						 <p>I have been thinking about this. I am not seeking for an official position or anything, but my writing skills could be improved. So I am organizing my thoughts and looking for advice here.</p> <p>I am not the first to speak of this:</p> <p><a href="http://pcg.wikidot.com/forum/t-60537/introduce-yourself-here#post-358221" >Flammifer:</a></p> <blockquote> <p>I gotta admit, the Wiki as it is doesn't really encourage community discussion. It has a bit of an encyclopedic tone, it might work better with a more informal tone, like tv tropes and, well, most good non-wikipedia wikis :)</p> </blockquote> <p><a href="http://pcg.wikidot.com/forum/t-60537/introduce-yourself-here#post-363376" >andrewdoull:</a></p> <blockquote> <p>Feel free to give the place more of a community vibe.</p> </blockquote> <p>So we should be using an informal style. Don't take the long, dry, and boring way to explain something just because this is a wiki. Say it as it is, or at least say it how you would normaly. No need to use fake voice. This is the <strong>tone</strong>. I wish I could be more specific, but this is a bit unclear to me.</p> <p>On the other hand, I want my writing to be <a href="http://www.useit.com/papers/webwriting/" >written for the web.</a> This is the <strong>style</strong>:</p> <ul> <li><strong>Consise text.</strong> Fewer words are better words. Make every word count. (Strunk and White FTW!) Use <strong>half the word count</strong> (or less) of conventional writing. This could compete with the tone but if it makes the content easier to understand then all is well.</li> <li><strong>Scannable layout.</strong> Use bulleted lists where they work, bold key phrases, and otherwise make it easy to find out what an article is about without actually reading it. This means <ul> <li>highlighted <strong>keywords</strong> (hypertext links serve as one form of highlighting; typeface variations and color are others)</li> <li>meaningful <strong>sub-headings</strong> (not "clever" ones)</li> <li>bulleted <strong>lists</strong></li> <li><strong>one idea</strong> per paragraph (users will skip over any additional ideas if they are not caught by the first few words in the paragraph)</li> <li>the <a href="http://www.useit.com/alertbox/9606.html" >inverted pyramid</a> style, starting with the conclusion</li> </ul> </li> <li><strong>Objective language.</strong> Prefer neutral, descriptive language over subjective boasting. Marketese (aka doublespeak) causes <strong>mental friction</strong>, it slows down reading and sows distrust. Again this could compete with the tone but it shouldn't. The big point is to <strong>be honest</strong> and don't sound like you are selling something.</li> </ul> <p>Anyway, this is my plan. Any thoughts?</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-168030/style-and-tone">Style and Tone</a>
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				<title>Re: Structure - &quot;procedural system generating virtual cities...&quot;</title>
				<link>http://pcg.wikidot.com/forum/t-167108/structure-procedural-system-generating-virtual-cities#post-526089</link>
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				<pubDate>Sat, 04 Jul 2009 22:41:10 +0000</pubDate>
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						 <p>I've been emailed separately by the procedural city guys and suggested that they put a link or two up on this site - I've not seen anything however.</p> <p>Maybe link to one or two of the You Tube videos that they have, and make that a news item instead?</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42076">Games &amp; Gaming / General discussion.</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-167108/structure-procedural-system-generating-virtual-cities">Structure - &quot;procedural system generating virtual cities...&quot;</a>
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				<guid>http://pcg.wikidot.com/forum/t-161344#post-526087</guid>
				<title>Re: music</title>
				<link>http://pcg.wikidot.com/forum/t-161344/left-4-dead#post-526087</link>
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				<pubDate>Sat, 04 Jul 2009 22:38:24 +0000</pubDate>
				<wikidot:authorName>andrewdoull</wikidot:authorName>				<wikidot:authorUserId>125736</wikidot:authorUserId>				<content:encoded>
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						 <p>I think you've made an excellent argument that:</p> <p>a) the sounds that make up the music are not procedurally generated<br /> b) the music selection is procedural, made up of a number of music fragments put together.</p> <p>In particular, key words: dynamic and artificial life strongly suggest that procedural algorithms are at play.</p> <p>I also think this long form style comment deserves to be an article: we should really have a section of is 'x' procedural articles, because these are thought provoking and good examples of stuff you may not have initially thought was procedural.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42050">Hidden / Per page discussions</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-161344/left-4-dead">Left 4 Dead</a>
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				<title>Structure - &quot;procedural system generating virtual cities...&quot;</title>
				<link>http://pcg.wikidot.com/forum/t-167108/structure-procedural-system-generating-virtual-cities#post-526069</link>
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				<pubDate>Sat, 04 Jul 2009 21:40:17 +0000</pubDate>
				<wikidot:authorName>Richard Tew</wikidot:authorName>				<wikidot:authorUserId>234886</wikidot:authorUserId>				<content:encoded>
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						 <p>Saw this on <a href="http://www.devmaster.net/news/index.php?storyid=2284">devmaster.net</a>:</p> <blockquote> <p>Structure is a procedural system generating virtual cities including destroyable building interiors. For rendering of the massive city the system is using OpenGL and ARB_occlusion_query.</p> </blockquote> <p>The <a href="http://www.proceduralcity.com/">actual site</a> for Structure is missing its home page, so I can't add it as a news item.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42076">Games &amp; Gaming / General discussion.</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-167108/structure-procedural-system-generating-virtual-cities">Structure - &quot;procedural system generating virtual cities...&quot;</a>
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				<guid>http://pcg.wikidot.com/forum/t-161344#post-525928</guid>
				<title>music</title>
				<link>http://pcg.wikidot.com/forum/t-161344/left-4-dead#post-525928</link>
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				<pubDate>Sat, 04 Jul 2009 16:42:57 +0000</pubDate>
				<wikidot:authorName>droid</wikidot:authorName>				<wikidot:authorUserId>171383</wikidot:authorUserId>				<content:encoded>
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						 <p>Is the music in L4D procedural?</p> <p>We can't look at the source code to check, we must rely on developer commentary etc.</p> <p>The presence of music files doesn't prevent the music from being procedural, the Music Director might sample from that music and stitch it into something new.</p> <p>Here are relevent quotes from the developer commentary (I think all the music commentary is on the hospital section of the commentary level, I haven't checked the other parts).</p> <blockquote> <p>Tim Larkin: We took several steps to keep the music interesting enough that the players would be inclined to keep it on as they play. We keep it changing so it won't become tedious; to this end, we created a music director that runs alongside the AI director, tracking the player's experience rather than their emotional state. We keep the music appropriate to each player's situation and highly personalized. The music engine in Left 4 Dead has a complete client-side, multi-track system per player that is completely unique to that player and can even be monitored by the spectators. Since some of the fun of Left 4 Dead is watching your friends when you're dead, we thought it was important to hear their personal soundtrack as well. This feature is unique to Left 4 Dead.</p> </blockquote> <blockquote> <p>Mike Morasky: A lot of over-reaching dynamic music systems go to great lengths to organize and control a very expressive art form, often to the point of making the results perfectly 'controlled' but also perfectly predictable. Our Music Director aims for 'planned serendipity'. By designing the music and rule sets to increase the probability of beautifull happenstance and to minimize the probability of inappropriate mistakes, we end up with the highest percentage of musical events working as planned, an nice mid percentage of acceptably artfull mistakes, and very few actual poor moments. If you overdesign the music and rule sets, there are no surprises but without surprises, listeners are quickely bored. Ironically by keeping things simple, the music seems planned; greater complexity just leads to greater randomness and many more poor moments.</p> </blockquote> <blockquote> <p>Mike Morasky: We based the music on what the player is actually experiencing and not on what we want them to experience. Working from artificial life work our designers had done on Lord of the Rings and the Matrix sequels, we implemented a simple system to examine what's going on in the player's immediate environment, the added the appropriate reactive, scalar rule sets to cantrol the music and its volume levels. Most of the more prominent musical events are thus reactive results from rule sets processing this input — making the musical experience specific to each player. This system also controls the dynamic mix system — another feature unique to Left 4 Dead.</p> </blockquote> <p>At the very least there is a set of tracks that are mixed to give different feels as well as musical events that are triggered on "witch alerted" or similar events. Though the notes and instruments are not procedurally generated, it would be fair to say that the music is dynamically mixed and arranged.</p> <p>If you have the game, the music resource files are at:</p> <p>steamapps\common\left 4 dead\left4dead\sound\music</p> <p>To me they sound like fragments of the in-game music. With the exception of the non-interactive parts of the game they are all pieces 5-30 seconds long that mixed with other pieces to give the in-game music. The longest parts are the "you are dead", "safehouse reached" and "ending credits" music, those are always identical in-game without mixing.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42050">Hidden / Per page discussions</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-161344/left-4-dead">Left 4 Dead</a>
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				<guid>http://pcg.wikidot.com/forum/t-94033#post-518826</guid>
				<title>mindset</title>
				<link>http://pcg.wikidot.com/forum/t-94033/what-pcg-is#post-518826</link>
				<description></description>
				<pubDate>Thu, 25 Jun 2009 20:48:37 +0000</pubDate>
				<wikidot:authorName>droid</wikidot:authorName>				<wikidot:authorUserId>171383</wikidot:authorUserId>				<content:encoded>
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						 <p>So the line is blurred because any pg algorithm can be used for PCG.</p> <p>Another reason the line is blurred is that any content affects gameplay. For example, think of how much effort Valve puts into getting the silhouettes of their characters unique, and how their effort that changes only the appearance of the characters makes the game different by allowing players to identify objects faster.</p> <p>The distinction is still useful and we still focus on PCG, but the only thing this excludes is something like: "making content manually (that is, the hard way) and then finding a way to generate the exact same thing procedurally." In which case it is more of file compression than any thing else.</p> <p>Which reminds me of the definition of algorithmic information content…</p> <p>Perhaps I should put in a page on <a href="http://en.wikipedia.org/wiki/Kolmogorov_Complexity" >AIC</a>. Will take a bit of research first.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42050">Hidden / Per page discussions</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-94033/what-pcg-is">What Pcg Is</a>
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				<guid>http://pcg.wikidot.com/forum/t-94033#post-516229</guid>
				<title>Re: mindset</title>
				<link>http://pcg.wikidot.com/forum/t-94033/what-pcg-is#post-516229</link>
				<description></description>
				<pubDate>Tue, 23 Jun 2009 11:42:45 +0000</pubDate>
				<wikidot:authorName>andrewdoull</wikidot:authorName>				<wikidot:authorUserId>125736</wikidot:authorUserId>				<content:encoded>
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						 <p>I tend to agree. At the time I wrote 'Death', I was concerned about making a distinction - I think that distinction is less important from the point of view of this wiki. In fact, given that about half the membership applications have been from people interested in procedural generation as opposed to procedural content generation, the statements on this page and the main page may be too strongly worded in favour of the content aspect, and not neutral enough.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42050">Hidden / Per page discussions</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-94033/what-pcg-is">What Pcg Is</a>
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				<guid>http://pcg.wikidot.com/forum/t-94033#post-514656</guid>
				<title>mindset</title>
				<link>http://pcg.wikidot.com/forum/t-94033/what-pcg-is#post-514656</link>
				<description></description>
				<pubDate>Sun, 21 Jun 2009 21:32:28 +0000</pubDate>
				<wikidot:authorName>droid</wikidot:authorName>				<wikidot:authorUserId>171383</wikidot:authorUserId>				<content:encoded>
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						 <p>I think that the diference between pg and PCG depends not much on the algorithm that designs the content but more on how the content is used once it is generated. For example you could take a conventional game and generate the textures on the fly to reduce filesize or whatever. That would be pg. Or you could generate that same texture, and from that texture shape the map, or use it to allocate resources, or do something that <strong>affects gameplay</strong>. That would be PCG.</p> <p>Just my interpretation.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42050">Hidden / Per page discussions</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-94033/what-pcg-is">What Pcg Is</a>
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				<guid>http://pcg.wikidot.com/forum/t-163206#post-513404</guid>
				<title>Re: Gallery</title>
				<link>http://pcg.wikidot.com/forum/t-163206/gallery#post-513404</link>
				<description></description>
				<pubDate>Fri, 19 Jun 2009 22:41:24 +0000</pubDate>
				<wikidot:authorName>andrewdoull</wikidot:authorName>				<wikidot:authorUserId>125736</wikidot:authorUserId>				<content:encoded>
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						 <p>I'm in the process of creating the initial gallery page.</p> <p>You may want to have a look at the gallery module in the <a href="http://www.wikidot.com/doc:wiki-syntax" >wiki syntax</a> for a useful way to display this. However:</p> <blockquote> <p>Allowed "per-image attributes are: * link - URL or wiki page name (does not work with Flickr images to be o.k. with Flickr terms)</p> </blockquote> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-163206/gallery">Gallery</a>
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				<guid>http://pcg.wikidot.com/forum/t-163206#post-513254</guid>
				<title>Re: Gallery</title>
				<link>http://pcg.wikidot.com/forum/t-163206/gallery#post-513254</link>
				<description></description>
				<pubDate>Fri, 19 Jun 2009 19:43:20 +0000</pubDate>
				<wikidot:authorName>droid</wikidot:authorName>				<wikidot:authorUserId>171383</wikidot:authorUserId>				<content:encoded>
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						 <p>Actually, I was thinking that a forum thread would be best, at least at first. All someone has to do is show the image and explain how it was generated. While to create or edit a page in the wiki would require knowing what to call it, where to file it, etc. Though we won't know how things will turn out untill we get more images.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-163206/gallery">Gallery</a>
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				<guid>http://pcg.wikidot.com/forum/t-163206#post-513235</guid>
				<title>Re: Gallery</title>
				<link>http://pcg.wikidot.com/forum/t-163206/gallery#post-513235</link>
				<description></description>
				<pubDate>Fri, 19 Jun 2009 19:17:07 +0000</pubDate>
				<wikidot:authorName>droid</wikidot:authorName>				<wikidot:authorUserId>171383</wikidot:authorUserId>				<content:encoded>
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						 <p>Created group: <a href="http://www.flickr.com/groups/1153986@N23/">PCG Gallery</a> on flickr.</p> <p>Anyway, first image:<br /> <a href="http://www.flickr.com/photos/39647935@N06/3641214055/"><img src="http://farm4.static.flickr.com/3540/3641214055_46194918c6.jpg" alt="flickr:3641214055" class="image" /></a></p> <p><a href="http://pcg.wikidot.com/forum/t-79282/multiplicative-cascades-ish#post-487519">Algorithm in forums.</a></p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-163206/gallery">Gallery</a>
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				<guid>http://pcg.wikidot.com/forum/t-163206#post-511067</guid>
				<title>Re: Gallery</title>
				<link>http://pcg.wikidot.com/forum/t-163206/gallery#post-511067</link>
				<description></description>
				<pubDate>Wed, 17 Jun 2009 08:52:27 +0000</pubDate>
				<wikidot:authorName>andrewdoull</wikidot:authorName>				<wikidot:authorUserId>125736</wikidot:authorUserId>				<content:encoded>
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						 <p>Hi,</p> <p>Great idea. I can't see a top level page for the gallery: I'm guessing <a class="newpage" href="http://pcg.wikidot.com/gallery">gallery</a> is the best link; adding this to the menu bar at the top of the page once we have some images populated would provide another way for people to navigate the site.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-163206/gallery">Gallery</a>
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				<guid>http://pcg.wikidot.com/forum/t-163195#post-511063</guid>
				<title>Re: still featured article</title>
				<link>http://pcg.wikidot.com/forum/t-163195/dungeon-generation#post-511063</link>
				<description></description>
				<pubDate>Wed, 17 Jun 2009 08:48:27 +0000</pubDate>
				<wikidot:authorName>andrewdoull</wikidot:authorName>				<wikidot:authorUserId>125736</wikidot:authorUserId>				<content:encoded>
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						 <p>I've changed the front page to reference mazes.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42050">Hidden / Per page discussions</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-163195/dungeon-generation">Dungeon Generation</a>
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				<guid>http://pcg.wikidot.com/forum/t-163206#post-510844</guid>
				<title>Gallery</title>
				<link>http://pcg.wikidot.com/forum/t-163206/gallery#post-510844</link>
				<description></description>
				<pubDate>Wed, 17 Jun 2009 00:52:51 +0000</pubDate>
				<wikidot:authorName>droid</wikidot:authorName>				<wikidot:authorUserId>171383</wikidot:authorUserId>				<content:encoded>
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						 <p>There should be a gallery where we can place pretty pictures. Now I don't want to have a screenshot of every single game that features procedural content (that belongs on the pages for those games), but I think it would be neat to have a place where you can see a bunch of neat things, and for any one of them, find the howto required to make it.</p> <p>So, for each image:</p> <ul> <li>Credit for the image (if it is not yours)</li> <li>Link to algorithm/source code for the image.</li> </ul> <p>I will start.</p> <p>Edit:<br /> And we should limit the width of images displayed to 600 pixels or so.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-163206/gallery">Gallery</a>
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				<guid>http://pcg.wikidot.com/forum/t-106836#post-510838</guid>
				<title>Re: Split page into sections</title>
				<link>http://pcg.wikidot.com/forum/t-106836/algorithms-for-procedural-content-generation#post-510838</link>
				<description></description>
				<pubDate>Wed, 17 Jun 2009 00:45:52 +0000</pubDate>
				<wikidot:authorName>droid</wikidot:authorName>				<wikidot:authorUserId>171383</wikidot:authorUserId>				<content:encoded>
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						 <p>Removed the link to the category of each page. After getting the tags right, it looked clumsy having that link next to the Backlink module. Added ontogenetic and teleological tags to most pages (I have not checked all of the seqence pages but I don't think there are many there.)</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42050">Hidden / Per page discussions</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-106836/algorithms-for-procedural-content-generation">Algorithms for Procedural Content Generation</a>
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				<guid>http://pcg.wikidot.com/forum/t-163195#post-510801</guid>
				<title>still featured article</title>
				<link>http://pcg.wikidot.com/forum/t-163195/dungeon-generation#post-510801</link>
				<description></description>
				<pubDate>Tue, 16 Jun 2009 23:29:31 +0000</pubDate>
				<wikidot:authorName>droid</wikidot:authorName>				<wikidot:authorUserId>171383</wikidot:authorUserId>				<content:encoded>
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						 <p>We could probably rotate in another page as the featured article. <a href="http://pcg.wikidot.com/pcg-algorithm:maze">maze</a> looks ok.<br /> Added a link to mazes here, could probably move some of the maze specific pages to there.<br /> Added featured tag.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42050">Hidden / Per page discussions</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-163195/dungeon-generation">Dungeon Generation</a>
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				<guid>http://pcg.wikidot.com/forum/t-60537#post-503809</guid>
				<title>Re: Introduce yourself here.</title>
				<link>http://pcg.wikidot.com/forum/t-60537/introduce-yourself-here#post-503809</link>
				<description></description>
				<pubDate>Tue, 09 Jun 2009 04:37:26 +0000</pubDate>
				<wikidot:authorName>Grand_Marquis</wikidot:authorName>				<wikidot:authorUserId>336595</wikidot:authorUserId>				<content:encoded>
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						 <p>Hello everyone! I'm Eugene, Animator from LA. I've work on both games and film - both are just as fun to do if you ask me. I fell in love with the concept of procedural generation in games long before I knew it was called something. The idea of having a Mario Bros. game where every level was invented for you, right there by the computer, just sounded so cool. Never got interested in ASCII dungeon crawler-type games, but I have to admit I'm quite impressed with what some of them can do.</p> <p>Recently, I've been stuck on the idea of procedurally generated storylines. It just seems to me that all these Game Companies could save an enormous amount of money on personnel if the job of creating mediocre game stories was handed over to computers. Or at the very least force them to come up with something better than the algorithms can come up with. :D</p> <p>As a non-techie, I'll be around more for intellectual curiosity and knowledge absorption than as an active editor, but I may pop up from time to time, depending on the circumstances.</p> <p>Cheers!</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-60537/introduce-yourself-here">Introduce yourself here.</a>
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				<guid>http://pcg.wikidot.com/forum/t-79282#post-487519</guid>
				<title>Re: multiplicative cascades(ish)</title>
				<link>http://pcg.wikidot.com/forum/t-79282/multiplicative-cascades-ish#post-487519</link>
				<description></description>
				<pubDate>Fri, 22 May 2009 18:51:46 +0000</pubDate>
				<wikidot:authorName>droid</wikidot:authorName>				<wikidot:authorUserId>171383</wikidot:authorUserId>				<content:encoded>
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						 <p>Another image, actually I found it almost a year ago, just havent posted it yet. I was searching for something else, and a typo gave this. Looks kinda cool.<br /> <a href="http://pcg.wdfiles.com/local--files/pcg-algorithm:fractal/marrowlike" >marrowlike</a></p> <p>Starting with a black pixel, the following function is applied to each pixel:</p> <div class="code"> <pre> <code>#value is the value of the current pixel, 0 to 255 #n_per_level is how many subdivisions per step #x is a random value between 0 and 1, straight out of the random number generator def foo(value,n_per_level,x): v = value/255. if v &gt; 1./n_per_level**2: v = 1+math.log(v,4) return int(255 * v + .5) else: return int(255 * x + .5)</code> </pre></div> <br /> The resulting image is then doubled in size (or scaled by n_per_value, that is usually 2) by linear interpolation. <p>These two steps are repeated until the image is large enough. I cropped the output image to yield my desktop resolution.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42082">Game Design / General discussion.</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-79282/multiplicative-cascades-ish">multiplicative cascades(ish)</a>
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				<guid>http://pcg.wikidot.com/forum/t-106836#post-452944</guid>
				<title>Re: Split page into sections</title>
				<link>http://pcg.wikidot.com/forum/t-106836/algorithms-for-procedural-content-generation#post-452944</link>
				<description></description>
				<pubDate>Sat, 18 Apr 2009 16:13:46 +0000</pubDate>
				<wikidot:authorName>droid</wikidot:authorName>				<wikidot:authorUserId>171383</wikidot:authorUserId>				<content:encoded>
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						 <p>Completed. Used the <a href="http://www.wikidot.com/doc:listpages-module">http://www.wikidot.com/doc:listpages-module</a> as recommended elsewhere in the forums.</p> <p>Possibly ontogenetic and teleological tags could be added as well.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42050">Hidden / Per page discussions</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-106836/algorithms-for-procedural-content-generation">Algorithms for Procedural Content Generation</a>
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				<guid>http://pcg.wikidot.com/forum/t-106836#post-452913</guid>
				<title>Re: Split page into sections</title>
				<link>http://pcg.wikidot.com/forum/t-106836/algorithms-for-procedural-content-generation#post-452913</link>
				<description></description>
				<pubDate>Sat, 18 Apr 2009 15:10:55 +0000</pubDate>
				<wikidot:authorName>droid</wikidot:authorName>				<wikidot:authorUserId>171383</wikidot:authorUserId>				<content:encoded>
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						 <p>Will attempt using iftags instead, tags will be _map_generation and _sequence_generation.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42050">Hidden / Per page discussions</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-106836/algorithms-for-procedural-content-generation">Algorithms for Procedural Content Generation</a>
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				<guid>http://pcg.wikidot.com/forum/t-106836#post-452910</guid>
				<title>Re: Split page into sections</title>
				<link>http://pcg.wikidot.com/forum/t-106836/algorithms-for-procedural-content-generation#post-452910</link>
				<description></description>
				<pubDate>Sat, 18 Apr 2009 15:07:22 +0000</pubDate>
				<wikidot:authorName>droid</wikidot:authorName>				<wikidot:authorUserId>171383</wikidot:authorUserId>				<content:encoded>
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						 <p>Attempted. Failed. Using module backlinks works O.K. for a seprerate page such as <a href="http://pcg.wikidot.com/pcg-algorithm:map-generation">Map Generation</a> but if I include it then the backlinks in it are worthless, since they look for backlinks of the resulting page instead of the subpage.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42050">Hidden / Per page discussions</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-106836/algorithms-for-procedural-content-generation">Algorithms for Procedural Content Generation</a>
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				<guid>http://pcg.wikidot.com/forum/t-106836#post-452837</guid>
				<title>Re: Split page into sections</title>
				<link>http://pcg.wikidot.com/forum/t-106836/algorithms-for-procedural-content-generation#post-452837</link>
				<description></description>
				<pubDate>Sat, 18 Apr 2009 11:51:04 +0000</pubDate>
				<wikidot:authorName>andrewdoull</wikidot:authorName>				<wikidot:authorUserId>125736</wikidot:authorUserId>				<content:encoded>
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						 <p>Sounds good. The Uncategorized stuff tends not to be necessarily code related - more conceptual. It may be better to reclassify them as 'pcg-concepts' as opposed to 'pcg-algorithms'.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42050">Hidden / Per page discussions</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-106836/algorithms-for-procedural-content-generation">Algorithms for Procedural Content Generation</a>
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				<guid>http://pcg.wikidot.com/forum/t-147048#post-452835</guid>
				<title>Re: What is the relation between hash functions and procedural content?</title>
				<link>http://pcg.wikidot.com/forum/t-147048/hash-function#post-452835</link>
				<description></description>
				<pubDate>Sat, 18 Apr 2009 11:48:35 +0000</pubDate>
				<wikidot:authorName>andrewdoull</wikidot:authorName>				<wikidot:authorUserId>125736</wikidot:authorUserId>				<content:encoded>
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						 <p>Feel free to remove this if you don't feel it applies. IIRC I just dropped in a whole lot of relevent looking stuff from wikipedia and may have overreached on this article.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42050">Hidden / Per page discussions</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-147048/hash-function">Hash Function</a>
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				<guid>http://pcg.wikidot.com/forum/t-106836#post-449070</guid>
				<title>Split page into sections</title>
				<link>http://pcg.wikidot.com/forum/t-106836/algorithms-for-procedural-content-generation#post-449070</link>
				<description></description>
				<pubDate>Tue, 14 Apr 2009 21:14:27 +0000</pubDate>
				<wikidot:authorName>droid</wikidot:authorName>				<wikidot:authorUserId>171383</wikidot:authorUserId>				<content:encoded>
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						 <p>I am thinking of categorizing this page into subgroups to increase cohesion/understand-ability-age.</p> <p>This is what I have so far:</p> <h1><span>Map generation</span></h1> <p>A map requires a set of values over a 2d or 3d grid, it forms the space that the player occupies and interacts with.</p> <p>Artificial Life<br /> Cellular Automata<br /> City Generation<br /> Dungeon Generation<br /> Dynamic Weather<br /> Fire Propagation<br /> Fluid Dynamics<br /> Forests<br /> Fractal<br /> Fractal River Basins<br /> Fractional Brownian motion<br /> Genetic Algorithm<br /> Height Maps<br /> L-System<br /> Mazes<br /> MegaTexture<br /> Perlin Noise<br /> Plant Generation<br /> Procedural Sky<br /> Procedural Spooling<br /> Procedural Texture<br /> Rapidly-exploring random tree<br /> Pseudorandom Number Generator<br /> Random Number Generation<br /> Reaction-Diffusion System<br /> Texture Synthesis<br /> Universe Generation<br /> Voronoi Diagram</p> <p>+Sequence generation</p> <p>Sometimes you need a group of things with a linear order to them, whether notes in a song, letters in text, or numbers as parameters to other algorithms.</p> <p>Algorithmic Balance<br /> Artificial Life<br /> Automatic Game Design<br /> Blum Blum Shub<br /> Cellular Automata<br /> Dynamic Weather<br /> Fractal<br /> Fractional Brownian motion<br /> Genetic Algorithm<br /> Linear Congruential Generator<br /> Mad Libs<br /> Markov Chain<br /> Mersenne Twister<br /> Natural Language Processing<br /> Procedural Animation<br /> Pseudorandom Number Generator<br /> Random Number Generation<br /> Random Seed<br /> Reaction-Diffusion System<br /> Shuffling<br /> Wave Propagation</p> <p>+Uncategorized:</p> <p>I don't know how to group these things.<br /> Hash Function<br /> Identify System<br /> Magic Crayon<br /> Permadeath<br /> Teleological vs. Ontogenetic</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42050">Hidden / Per page discussions</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-106836/algorithms-for-procedural-content-generation">Algorithms for Procedural Content Generation</a>
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				<guid>http://pcg.wikidot.com/forum/t-147048#post-449033</guid>
				<title>What is the relation between hash functions and procedural content?</title>
				<link>http://pcg.wikidot.com/forum/t-147048/hash-function#post-449033</link>
				<description></description>
				<pubDate>Tue, 14 Apr 2009 20:40:09 +0000</pubDate>
				<wikidot:authorName>droid</wikidot:authorName>				<wikidot:authorUserId>171383</wikidot:authorUserId>				<content:encoded>
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						 <p>I know what a hash table/hash function is. Perhaps it could be used as part of a procedural algorithm but how is this a procedural algorithm itself? If someone could give an example of what it would be used for or explain why it exists on the site it would be appreciated.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42050">Hidden / Per page discussions</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-147048/hash-function">Hash Function</a>
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				<guid>http://pcg.wikidot.com/forum/t-94276#post-437551</guid>
				<title>Use of the articles page</title>
				<link>http://pcg.wikidot.com/forum/t-94276/articles#post-437551</link>
				<description></description>
				<pubDate>Thu, 02 Apr 2009 10:53:16 +0000</pubDate>
				<wikidot:authorName>andrewdoull</wikidot:authorName>				<wikidot:authorUserId>125736</wikidot:authorUserId>				<content:encoded>
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						 <blockquote> <p>Shouldn't this page also include links to various algorithms and stuff like that? There's no central place to find stuff about map generation, links are in here, but other pages are dispersed in algorithms :P — Emile</p> </blockquote> <p>The articles page was initially a dumping ground for all the external links - but feel free to add in any articles on the wiki itself… don't forget the pcg-algorithm category is another good place to put these.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42050">Hidden / Per page discussions</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-94276/articles">Articles</a>
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				<guid>http://pcg.wikidot.com/forum/t-139187#post-419297</guid>
				<title>Wikipedia entry</title>
				<link>http://pcg.wikidot.com/forum/t-139187/wikipedia-entry#post-419297</link>
				<description></description>
				<pubDate>Tue, 17 Mar 2009 10:42:24 +0000</pubDate>
				<wikidot:authorName>andrewdoull</wikidot:authorName>				<wikidot:authorUserId>125736</wikidot:authorUserId>				<content:encoded>
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						 <p>Hi,</p> <p>Suggestions are welcome as to how to get the PCG wiki added as a reference on the Wikipedia page. A naive attempt (adding it) gets caught by Wikipedia spam bot detection. A more complex attempt would involve getting someone to override this.</p> <p>Any other ideas?</p> <p>Andrew</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-139187/wikipedia-entry">Wikipedia entry</a>
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				<guid>http://pcg.wikidot.com/forum/t-60537#post-380945</guid>
				<title>Re: Introduce yourself here.</title>
				<link>http://pcg.wikidot.com/forum/t-60537/introduce-yourself-here#post-380945</link>
				<description></description>
				<pubDate>Tue, 10 Feb 2009 11:34:30 +0000</pubDate>
				<wikidot:authorName>neuzd</wikidot:authorName>				<wikidot:authorUserId>281584</wikidot:authorUserId>				<content:encoded>
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						 <p>Hi guys, I just discovered this place and it looks to be a very useful repository for PCG resources.</p> <p>I'm a 34 yo mediocre programmer from northwestern Italy…I'm not very sure my contributions will be useful for the community and I don't see myself stopping by in the forums very often, but I saw there are few members registered and thought it was a nice boost anyway to have some new guy around.</p> <p>By the way, I'll be devouring all the informative material presented here and hope to learn something even if in the end I won't be able to create a "product" (I'm much for studying for pure knowledge).</p> <p>My actual "dreams" would be applying PCG to world creation, focusing on caves (maybe based on hexagonal-cell mazes) and cyber-megalopolies</p> <p>Bye all!</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-60537/introduce-yourself-here">Introduce yourself here.</a>
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				<guid>http://pcg.wikidot.com/forum/t-124208#post-379020</guid>
				<title>Re: Wiki organization methods: Categories? Namespaces? Tags?</title>
				<link>http://pcg.wikidot.com/forum/t-124208/wiki-organization-methods:categories-namespaces-tags#post-379020</link>
				<description></description>
				<pubDate>Sun, 08 Feb 2009 10:25:02 +0000</pubDate>
				<wikidot:authorName>andrewdoull</wikidot:authorName>				<wikidot:authorUserId>125736</wikidot:authorUserId>				<content:encoded>
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						 <p>We're actually trying to do two similar yet separate things: build a wiki, and build a database of information. The wiki tool is fine (or merely adquate, depending on whether you like the wikidot syntax) - the database is very much square peg/round hole…</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-124208/wiki-organization-methods:categories-namespaces-tags">Wiki organization methods: Categories? Namespaces? Tags?</a>
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				<guid>http://pcg.wikidot.com/forum/t-124208#post-368463</guid>
				<title>Re: Wiki organization methods: Categories? Namespaces? Tags?</title>
				<link>http://pcg.wikidot.com/forum/t-124208/wiki-organization-methods:categories-namespaces-tags#post-368463</link>
				<description></description>
				<pubDate>Tue, 27 Jan 2009 22:04:38 +0000</pubDate>
				<wikidot:authorName>Ipsquiggle</wikidot:authorName>				<wikidot:authorUserId>274637</wikidot:authorUserId>				<content:encoded>
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						 <p>One thing that this doesn't really eloquently solve is all the metadata stored in the info boxes. As tags can only be defined through the 'tags' button at the bottom of the page, there is no way to convert the infobox entries into appropriate tags, and I can't see a good way to populate the infobox from tags either. Here, the backlink method currently being used seems effective enough. Reading the page on the backlink module, I think I understand now what you mean by 'using categories'.</p> <p>So close! If only tags were defined in the page markup instead of that little widget… Hm.</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-124208/wiki-organization-methods:categories-namespaces-tags">Wiki organization methods: Categories? Namespaces? Tags?</a>
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				<guid>http://pcg.wikidot.com/forum/t-124208#post-368450</guid>
				<title>Wiki organization methods: Categories? Namespaces? Tags?</title>
				<link>http://pcg.wikidot.com/forum/t-124208/wiki-organization-methods:categories-namespaces-tags#post-368450</link>
				<description></description>
				<pubDate>Tue, 27 Jan 2009 21:51:49 +0000</pubDate>
				<wikidot:authorName>Ipsquiggle</wikidot:authorName>				<wikidot:authorUserId>274637</wikidot:authorUserId>				<content:encoded>
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						 <p>This is a continuation of a discussion started in the "Introductions" thread: Should this wiki use namespaces to organize pages?</p> <p>Pros: Structures the content for clear navigation, makes it easy to collect similar pages together for 'index' pages.<br /> Cons: Makes creating links unintuitive, enforces particular conventions, doesn't account for pages that are more general or multifaceted.</p> <p>I think, however, I have found an easy solution: Tags.</p> <p><strong>ListPages</strong></p> <p>Wikidot has an awesome module: <a href="http://www.wikidot.com/doc:listpages-module">ListPages</a>. This does one simple thing with tags that I have longed for on DOZENS of other wiki engines: Allow list of tagged pages with and/or/not.</p> <p>Basic "OR" usage:</p> <div class="code"> <pre> <code>[[module ListPages tags="game level-generation"]]</code> </pre></div> <p>Basic "AND" usage:</p> <div class="code"> <pre> <code>[[module ListPages tags="+game +level-generation"]]</code> </pre></div> <p>Basic "NOT" usage:</p> <div class="code"> <pre> <code>[[module ListPages tags="game -level-generation"]]</code> </pre></div> <br /> <strong>How this can be useful:</strong> <p>Consider a game that uses a cellular automata for fire propogation. It could be taged with: "game rpg cellular-automata fire-propogation". And also an article that discusses this method: "article cellular-automata fire-propogation".</p> <p>From this we could create several interesting automatic indexes:</p> <p>Games that use CA: tags="+game +cellular-automata"</p> <p>Articles about fire: tags="+article +fire-propogation"</p> <p>All CA pages that aren't about fire: tags="+cellular-automata -fire-propogation" (Not sure if this is hugely useful, but hey, it's there!)</p> <p>And then, of course, obvious things like All Articles: tags="article".</p> <p><strong>Why?</strong></p> <p>Tags are very natural to create, trivial to edit and mash around, fairly easy to maintain. This way also all pages can be in a flat structure, making linking more straighforward, obvious, and constant. As well, the complexity of the system can grow (or shrink) as needs change.</p> <p>Thoughts?</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-124208/wiki-organization-methods:categories-namespaces-tags">Wiki organization methods: Categories? Namespaces? Tags?</a>
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				<guid>http://pcg.wikidot.com/forum/t-60537#post-368383</guid>
				<title>Re: Introduce yourself here.</title>
				<link>http://pcg.wikidot.com/forum/t-60537/introduce-yourself-here#post-368383</link>
				<description></description>
				<pubDate>Tue, 27 Jan 2009 20:29:48 +0000</pubDate>
				<wikidot:authorName>Ipsquiggle</wikidot:authorName>				<wikidot:authorUserId>274637</wikidot:authorUserId>				<content:encoded>
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						 <p>Hi!</p> <p>Graham here — game designer, been in the insdustry a couple years. Teaching myself how to program, mostly through procedural generation and generative art… This site is like magic for me! Thanks huge!</p> <p>I agree strongly about the namespaces thing; having started several wikis of my own, I have a strong distrust of namespaces. Consider their purpose: to prevent naming collisions. But how many games are going to be called 'runtime-random-level-generation' ? Not many I assure you. ;)</p> <p>If there are collisions, wikipedia-style disambiguation pages still encourage accidental linking, and increase user exposure to content, rather than hiding it away.</p> <p>I haven't ever played with Wikidot, don't know what kind of control it offers for rearranging these things (going to start a sandbox and play around with it). This seems like a community I can really get into, I'll report back here if I find anything interesting. :)</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-60537/introduce-yourself-here">Introduce yourself here.</a>
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				<guid>http://pcg.wikidot.com/forum/t-122353#post-363382</guid>
				<title>Some more Google Analytics information</title>
				<link>http://pcg.wikidot.com/forum/t-122353/some-more-google-analytics-information#post-363382</link>
				<description></description>
				<pubDate>Thu, 22 Jan 2009 04:43:47 +0000</pubDate>
				<wikidot:authorName>andrewdoull</wikidot:authorName>				<wikidot:authorUserId>125736</wikidot:authorUserId>				<content:encoded>
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						 <p>These stats are for the last 30 days:</p> <ul> <li>1,903</li> </ul> <p>Visits</p> <p>* 1,071<br /> Absolute Unique Visitors</p> <p>* 9,168<br /> Pageviews</p> <p>* 4.82<br /> Average Pageviews</p> <p>* 00:04:01<br /> Time on Site</p> <p>* 25.70%<br /> Direct Traffic</p> <p>* 34.63%<br /> Referring Sites</p> <p>* 39.67%<br /> Search Engines</p> <p>Sources</p> <p>Visits</p> <p>% visits<br /> google (organic)<br /> 719 37.78%<br /> (direct) ((none))<br /> 489 25.70%<br /> roguelikedeveloper.blogspot.com (referral)<br /> 314 16.50%<br /> forums.tigsource.com (referral)<br /> 115 6.04%<br /> 216.239.59.104 (referral)<br /> 39 2.05%</p> <p>procedural generation<br /> 57 7.55%<br /> procedural dungeon generation<br /> 51 6.75%<br /> procedural content generation<br /> 39 5.17%<br /> procedural content wiki<br /> 31 4.11%<br /> spelunky wiki<br /> 23 3.05%</p> <p>* 53.86%<br /> Bounce Rate</p> <p>* 53.70%<br /> New Visits</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-122353/some-more-google-analytics-information">Some more Google Analytics information</a>
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				<guid>http://pcg.wikidot.com/forum/t-60603#post-363381</guid>
				<title>Re: Most popular articles so far</title>
				<link>http://pcg.wikidot.com/forum/t-60603/most-popular-articles-so-far#post-363381</link>
				<description></description>
				<pubDate>Thu, 22 Jan 2009 04:41:27 +0000</pubDate>
				<wikidot:authorName>andrewdoull</wikidot:authorName>				<wikidot:authorUserId>125736</wikidot:authorUserId>				<content:encoded>
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						 <p>And here is an updated list:</p> <p>category-pcg-algorithms<br /> category-pcg-games<br /> pcg-algorithm:dungeon-generation<br /> category-pcg-software<br /> articles<br /> pcg-algorithm:city-generation<br /> system:recent-changes<br /> list-of-pcg-games-by-genre<br /> pcg-games:subversion<br /> what-pcg-is<br /> pcg-taxonomy:runtime-random-level-generation<br /> the-death-of-the-level-designer<br /> list-of-pcg-games-by-platform<br /> pcg-algorithm:teleological-vs-ontogenetic<br /> major-pcg-games<br /> pcg-games:spelunky<br /> pcg-software:cityengine<br /> pcg-algorithm:fire-propagation<br /> forum/t-60537/introduce-yourself-here<br /> forum:start<br /> list-of-pcg-games<br /> pcg-games:borderlands<br /> forum/c-42075/general-discussion<br /> pcg-algorithm:cellular-automata<br /> pcg-taxonomy:procedural-puzzles-and-plot-generation<br /> pcg-algorithm:algorithmic-balance<br /> pcg-algorithm:blum-blum-shub<br /> pcg-algorithm:fractal<br /> event:tig-source-procedural-content-generation-competition<br /> start<br /> pcg-software:werkkzeug<br /> pcg-algorithm:l-system<br /> pcg-games:angband<br /> pcg-games:far-cry-2<br /> genre:roguelikes<br /> pcg-algorithm:perlin-noise<br /> pcg-games:unangband<br /> pcg-algorithm:artificial-life<br /> pcg-algorithm:forests<br /> pcg-games:infinite-mario-bros<br /> pcg-algorithm:procedural-sky<br /> forum:recent-posts<br /> pcg-algorithm:markov-chain<br /> pcg-links<br /> pcg-algorithm:dynamic-weather<br /> pcg-algorithm:linear-congruential-generator<br /> pcg-algorithm:fractal-river-basins<br /> pcg-algorithm:universe-generation<br /> pcg-games:dwarf-fortress<br /> pcg-algorithm:permadeath<br /> pcg-software:dire-press-random-dungeon-generator<br /> pcg-taxonomy:dynamic-world-generation<br /> pcg-algorithm:fluid-dynamics<br /> rescue-on-fractalus<br /> pcg-algorithm:rapidly-exploring-random-tree<br /> pcg-algorithm:procedural-texture<br /> pcg-software:biome<br /> pcg-algorithm:heightmap<br /> pcg-algorithm:magic-crayon<br /> pcg-algorithm:megatexture<br /> pcg-algorithm:voronoi-diagram<br /> pcg-algorithm:maze<br /> pcg-games:elite<br /> pcg-games:spore<br /> pcg-software:smoke<br /> news<br /> pcg-algorithm:plant-generation<br /> pcg-algorithm:wave-propagation<br /> pcg-games:kkrieger<br /> pcg-software:world-construction-set-visual-nature-studio<br /> pcg-games:rogue<br /> pcg-software:euphoria<br /> pcg-algorithm:identify-system<br /> list-of-pcg-games-by-license<br /> pcg-games:beneath-apple-manor<br /> pcg-taxonomy:procedural-generation<br /> genre:role-playing-game<br /> pcg-games:mount-blade<br /> pcg-software:the-procedurality-engine<br /> pcg-taxonomy:instancing-of-in-game-entities<br /> randomness<br /> examples<br /> pcg-algorithm:pseudorandom-number-generator<br /> pcg-games:toejam-earl<br /> pcg-algorithm:texture-synthesis<br /> pcg-games:artificial-nature<br /> pcg-games:civilization-iv<br /> pcg-software:crowd<br /> pcg-software:fxgen<br /> pcg-algorithm:genetic-algorithm<br /> pcg-algorithm:hash-function<br /> pcg-algorithm:mad-libs<br /> pcg-algorithm:natural-language-processing<br /> pcg-games:apple-tree-feed-the-hungry-birds<br /> pcg-games:infinity:the-quest-for-earth<br /> pcg-games:x-com:ufo-defense<br /> pcg-software:city-maze<br /> pcg-software:world-machine<br /> admin:manage</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-60603/most-popular-articles-so-far">Most popular articles so far</a>
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				<guid>http://pcg.wikidot.com/forum/t-60537#post-363376</guid>
				<title>Re: Introduce yourself here.</title>
				<link>http://pcg.wikidot.com/forum/t-60537/introduce-yourself-here#post-363376</link>
				<description></description>
				<pubDate>Thu, 22 Jan 2009 04:36:13 +0000</pubDate>
				<wikidot:authorName>andrewdoull</wikidot:authorName>				<wikidot:authorUserId>125736</wikidot:authorUserId>				<content:encoded>
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						 <p>Feel free to give the place more of a community vibe.</p> <p>With regards to the name spaces - it seemed a fast way to build up links between various pages, particularly the classification of games, software and algorithms. You are right in that it's a barrier to entry though.</p> <p>I guess setting up categories is the 'correct' approach - is that too much work now?</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-60537/introduce-yourself-here">Introduce yourself here.</a>
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				<guid>http://pcg.wikidot.com/forum/t-60537#post-358344</guid>
				<title>Re: Introduce yourself here.</title>
				<link>http://pcg.wikidot.com/forum/t-60537/introduce-yourself-here#post-358344</link>
				<description></description>
				<pubDate>Fri, 16 Jan 2009 14:06:11 +0000</pubDate>
				<wikidot:authorName>Flammifer</wikidot:authorName>				<wikidot:authorUserId>258754</wikidot:authorUserId>				<content:encoded>
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						 <p>By the way, the use of namespaces (taxonomy, algorithms, etc.) is a bit of a barrier of entry for editing; it doesn't promote accidental linking, and requires quite a bit of double checking to make sure you're linking to the right place. As far as I can tell it makes more harm than good (especially as there aren't clear rules as to what should go in which namespace)</p> <br/>Forum category: <a href="http://pcg.wikidot.com/forum/c-42075">PCG Wiki / General discussion</a><br/>Forum thread: <a href="http://pcg.wikidot.com/forum/t-60537/introduce-yourself-here">Introduce yourself here.</a>
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