Procedural generation of populations for storytelling

B. in het Veld, B. Kybartas, R. Bidarra, J.J.C. Meyer

    Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

    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 publication Proc. PCG 2015 - Workshop on Procedural Content Generation for Games, co-located with the Tenth International Conference on the Foundations of Digital Games (IKBC15), 2015.
    Publication statusPublished - 2016

    Keywords

    • computational storytelling
    • population generation
    • procedural content generation

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