The wiki is pretty inactive. It's a pity, as it has some useful stuff in it, but it's likely the same old story - not enough people willing to help out. If you want to get involved, just start editing. If you need access, ask.
I'm Alejandro from Havana, Cuba! I'm a Computer Scientist (graduated 2 years ago) and I teach Computer Graphics, Game Development and PCG in a couple of optional courses at the University of Havana. I'm interested in doing research on PCG topics, and I have a couple of ongoing projects related to real time PCG. I've used the content in this wiki in a couple of courses, and I want to give something back to the community, learn from all the experience accumulated in the wiki, and perhaps even forge some research or development relations.
University of Havana
This looks like a great resource, I'm glad I found it. I'm working on an RPG that may or may not use PCG, but at the moment I am thinking of an idea I have for a proceduraly generated game that I think someone else might be interested in making. I don't have any really programming skills to speak of yet, (I'm using RPG Maker to make my game) I'm mainly a writer, but there's a portion of the story for my RPG that will be about some guys who happen to be computer programmers who are discussing the true life 'haunted house' in San Jose, the 'Winchester Mystery House' and the concept in the game quickly became an idea for a real life game, a separate game that would require PCG. Basically my characters in my game came up with this idea, if you will. If you don't know the story of the Winchester Mystery House, here's a quick run down and my idea for the PCG game.
The woman who lived there was the widow of the inventor of the Winchester Rifle, the famous gun that 'won the west', and she felt the massive fortune she inherited was tainted blood money, and she thought she was haunted by the ghosts of all those who died from its machinations. She consulted a psychic who told her, oddly enough, that as long as she constantly was building onto her mansion the ghosts would not get to her and she wouldn't die, so she planned to use her wealth to build on to the house and as long she did so to live forever… But no building plan was implemented and the house ended up with strange corridors, stairways that led nowhere, and other weird construction follies. I was going to delve into procedural generation and pull out some metaphors for paranormal activity and haunting, but now I think it would make a really cool game in itself!
Can you imaging like a Tetris graphic level game (but slightly better) where you are the widow Winchester in the house, and you have to 1) Maneuver along the crazy architecture 2) avoid the area where the will be construction next, of which some timely warning will be given (this would be procedurally generated) 3) also, to keep the playing field not too wide, every once in an earthquake will come and level certain stories of the house, much like the great earthquake actually did to the real house.
I don't have the skills to create this game, like I said, I'm just a poor writer working with RPG maker to make my own game. But I actually think this would make a really cool game and I'm willing to share the idea if someone wants to actually make it as long as I get credit for the concept and some fair portion if it's sold. Anyway, that's what I'm doing on the site. In the meantime I'll be reading articles to add to the story of my own game, which you can find out more about at the-ultra-violet-catastrophe.tumblr
Hi, I'm Frederik from Demark where I design and program games as an independent game developer. Roguelikes and procedural content generation have always been among my interests, and I hope to both learn from and contribute something to this wiki. My current games don't include much in the way of pcg, but an upcoming game definitely will. I found this site because I recently helped with the localization of Eldritch and wanted to add it to the list of games here, since it has procedurally generated levels.
Creative Spark Studios
Hi there! Here's hoping I'm not too late on the scene and someone's still around to share experiences!
I'm looking into pcg for modular board games, like the DOOM board game from fantasyflightgames. The novelty here is the limited amount of board pieces available, as opposed to the virtually infinite space of online games. Is anyone aware of similar work in this area, as I have been unable to find such work.
You're probably better off trying the PCG google group, rather than this discussion page.
I would like to know more about procedural icosaspheres. essentially it is a subdivided icosahedron, where every panel is a triangle so that texture mapping, or height mapping has no distortion anywhere on the polar coordinates. I know a little bit about what it is, but I have no idea how to do it.
The links mentioned in the Tigsource thread about PCG do not exist anymore.
"Braving Procedural Generation thread on TIGsource."
I propose the following:
- We merge the "Software" section with the "Games" section under one tab (not necessarily one page)
- We list all games and software under alphabetic sections in the "List of All…" page, for example, software that starts with "A" would go into the "A" section in that page
- We remove the pagination in the "List of All…" pages and the "List by…" pages. For example, in this page the 2nd page has only a couple of items, both of which should go on the first page.
We should make a section for books on procedural generation.
There are already a few good books out there, but the number is bound to increase as the subject gains more attention.
Since books count as an external resource, it should probably go on this page.
Then it would be instructive to change the name of the page to "Resources" from "External Links"
I was meaning by a) that if you down one set of stairs, then back up a second set, you will reach the first level you left. With b) this is not necessarily the case. In b) if you take the stairs you originally descended from, you return to the original level. But if you take another set of stairs up elsewhere, you could arrive on a new level. The geometry in b) is non-Euclidean.
And feel free to rewrite this to make it clearer. You can certainly have a graph in b), the naive implementation is a tree.
The paragraph about persistent levels currently reads:
With persistent levels, either a) the each 'floor' of the game is always the same once generated and all exits from the current level lead to one of two adjacent levels, or b) each exit from a level leads to a new level, which results in the game space consisting of a tree of levels branching away from the root which the player first entered where the number of children of the level equals the number of exits from that level, minus the one that the player arrived from.
Why is it only the case in a) that "each 'floor' of the game is always the same once generated". I would think this by definition is always true for persistent levels.
In b) I'm confused if it's meant that in the tree of levels, the player can go up to the 'parent' of the current level (i.e. the level where he came from) or not. If he can't, and a given level is only ever entered once, I'd say it's a case of non-persistent levels - unless they're the same the next time the game is played from scratch. If he can, then surely the parent levels should be the same as before in order for this to qualify as persistent levels?
Also, I would like to rewrite the paragraph to say that levels can be connected by arbitrary graphs rather than saying they must be connected either in sequence or in a tree structure, which is an arbitrary limitation of the definition in my opinion.
The wiki is not dead at all - I suspect it's that the regular contributors have been quite busy (I'm in the middle of working through an Unangband release, for instance). Feel free to contribute - I'm quite happy to proof read anything you've written.
I am Piotr, student of University of Lodz in Poland. I love the idea of procedurally generating content of games and I dedicated a lot of my time to doing research in such algorithms. The best game so far I found was Dwarf Fortress by Tarn Adams, that generate everything on-the-fly, ranging form map (including rain shadows, climates, river erosion) and ending with detailed history of every creature (elf, human, dwarf, or dragon), civilization, deities and world locations (like caves). Amazing!
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.
There are some notes at http://forums.tigsource.com/index.php?topic=5174.msg272093#msg272093 if you want to see what was talked about.
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.
Julian Togelius has set up a Google group for PCG at http://groups.google.com/group/proceduralcontent 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.
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?).
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.
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.
A lot of the press about Left4Dead mentioned it's adaptive difficulty - [http://www.edge-online.com/blogs/gabe-newell-writes-edge] is probably the easiest example to find. I'll add it to the article.