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.
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 | 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 status | Published - 2016 |
Keywords
- computational storytelling
- population generation
- procedural content generation