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Bibliographic Details
Main Authors: Maleki, Mahdi Farrokhi, Zhao, Richard
Format: Preprint
Published: 2024
Subjects:
Online Access:https://arxiv.org/abs/2410.15644
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author Maleki, Mahdi Farrokhi
Zhao, Richard
author_facet Maleki, Mahdi Farrokhi
Zhao, Richard
contents Procedural Content Generation (PCG) is defined as the automatic creation of game content using algorithms. PCG has a long history in both the game industry and the academic world. It can increase player engagement and ease the work of game designers. While recent advances in deep learning approaches in PCG have enabled researchers and practitioners to create more sophisticated content, it is the arrival of Large Language Models (LLMs) that truly disrupted the trajectory of PCG advancement. This survey explores the differences between various algorithms used for PCG, including search-based methods, machine learning-based methods, other frequently used methods (e.g., noise functions), and the newcomer, LLMs. We also provide a detailed discussion on combined methods. Furthermore, we compare these methods based on the type of content they generate and the publication dates of their respective papers. Finally, we identify gaps in the existing academic work and suggest possible directions for future research.
format Preprint
id arxiv_https___arxiv_org_abs_2410_15644
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Procedural Content Generation in Games: A Survey with Insights on Emerging LLM Integration
Maleki, Mahdi Farrokhi
Zhao, Richard
Artificial Intelligence
Procedural Content Generation (PCG) is defined as the automatic creation of game content using algorithms. PCG has a long history in both the game industry and the academic world. It can increase player engagement and ease the work of game designers. While recent advances in deep learning approaches in PCG have enabled researchers and practitioners to create more sophisticated content, it is the arrival of Large Language Models (LLMs) that truly disrupted the trajectory of PCG advancement. This survey explores the differences between various algorithms used for PCG, including search-based methods, machine learning-based methods, other frequently used methods (e.g., noise functions), and the newcomer, LLMs. We also provide a detailed discussion on combined methods. Furthermore, we compare these methods based on the type of content they generate and the publication dates of their respective papers. Finally, we identify gaps in the existing academic work and suggest possible directions for future research.
title Procedural Content Generation in Games: A Survey with Insights on Emerging LLM Integration
topic Artificial Intelligence
url https://arxiv.org/abs/2410.15644