UPDF AI

Procedural Content Generation

Tom Betts

2014 · DOI: 10.1002/9781118796443.ch2
14 Citations

TLDR

This chapter identifies problematic areas of game design where procedural content generation (PCG) offers valuable solutions and discusses the differences between active and preparatory PCG, describes common PCG content types and their production, and examines the limitations and potential for PCG in game design.