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A rule based procedural content generation system

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Abstract(s)

This paper introduces new ways and experimental results of procedural content generation (PCG) for natural objects (such as terrain, biomes, river, and vegetation), with special attention to the game design and aesthetic visualization. Our solution allows us to define a set of rules to control the content generation in order to meet the requirements of game design and level design teams. In this paper we focused on the content generation for natural environments and used the PCG in 3rd person open-world adventure game implemented in Unity. A playtesting has been done and the results are analyzed.

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PCG Games Procedural Open-world

Citation

Oliveira, Gonçalo; Almeida, Lucas; Sousa, João Paulo; Barbedo, Inês; Barroso, Bárbara (2022). A rule based procedural content generation system. In International Conference on Optimization, Learning Algorithms and Applications OL2A. p. 45. ISBN 978-972-745-309-2

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Instituto Politécnico de Bragança

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