Procedural generation of populations for storytelling

Bas in het Veld, Ben Kybartas, Rafael Bidarra, John Jules Ch Meyer

Research output: Chapter in Book/Conference proceedings/Edited volumeConference contributionScientific

Abstract

Procedural world generation is often limited to creating worlds devoid of people and any background. Because of this, creating a vibrant, living world is still a problem that requires a skilled designer. In this paper, we present a method that generates a socially connected population in any virtual terrain, using a mixed-initiative simulation of settlements that adapt to the world and to a designer’s input. Using this simulation, we develop a number of sample worlds that convey the expressive potential of the approach. We further evaluate ease of use with a user study. As a proof-of-concept, we implement the system to bridge the output of a terrain generation tool to the input of a narrative generation tool
Original languageEnglish
Title of host publicationProceedings of PCG 2015
Subtitle of host publicationWorkshop on Procedural Content Generation for Games co-located with the Tenth International Conference on the Foundations of Digital Games
Pages1-9
Number of pages9
Publication statusPublished - 2015
EventPCG 2015 - Workshop on Procedural Content Generation for Games co-located with the Tenth International Conference on the Foundations of Digital Games - Pacific Grove, United States
Duration: 23 Jun 201523 Jun 2015

Workshop

WorkshopPCG 2015 - Workshop on Procedural Content Generation for Games co-located with the Tenth International Conference on the Foundations of Digital Games
CountryUnited States
CityPacific Grove
Period23/06/1523/06/15

Keywords

  • computational storytelling
  • population generation
  • procedural content generation

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