Tile-based Method for Procedural Content Generation

David Maung · OhioLink ETD Center (Ohio Library and Information Network) · 2016

Procedural content generation for video games (PCGG) is a growing field due to its benefits of reducing development costs and adding replayability.While there are many different approaches to PCGG, I developed a body of research around tile-based approaches.Tiles are versatile and can be used for materials, 2D game content, or 3D game content.They may be seamless such that a game player cannot perceive that game content was created with tiles.Tile-based approaches allow localized content and semantics while being able to generate infinite worlds.Using techniques such as aperiodic tiling and spatially varying tiling, we can guarantee these infinite worlds are rich playable experiences.My research into tile-based PCGG has led to results in four areas: 1) development of a tile-based framework for PCGG, 2) development of tile-based bandwidth limited noise, 3) development of a complete tile-based game, and 4) application of formal languages to generation and evaluation models in PCGG.

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