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 language | English |
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Title of host publication | Proceedings of PCG 2015 |
Subtitle of host publication | Workshop on Procedural Content Generation for Games co-located with the Tenth International Conference on the Foundations of Digital Games |
Pages | 1-9 |
Number of pages | 9 |
Publication status | Published - 2015 |
Event | PCG 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 2015 → 23 Jun 2015 |
Workshop
Workshop | PCG 2015 - Workshop on Procedural Content Generation for Games co-located with the Tenth International Conference on the Foundations of Digital Games |
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Country/Territory | United States |
City | Pacific Grove |
Period | 23/06/15 → 23/06/15 |
Keywords
- computational storytelling
- population generation
- procedural content generation