Preface |
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xvii | |
Section I: Procedural Generation |
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Chapter 1 When and Why to Use Procedural Generation |
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3 | (10) |
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Planning When To Use Procedural Generation |
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3 | (2) |
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3 | (1) |
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4 | (1) |
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5 | (1) |
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5 | (1) |
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5 | (3) |
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6 | (1) |
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6 | (1) |
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7 | (1) |
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7 | (1) |
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8 | (1) |
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8 | (1) |
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Why Use Procedural Generation? |
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8 | (16) |
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8 | (2) |
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10 | (3) |
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Chapter 2 Managing Output: Boredom versus Chaos |
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13 | (10) |
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Chapter 3 Aesthetics in Procedural Generation |
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23 | (6) |
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Atmosphere In Sunless Sea |
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24 | (1) |
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25 | (1) |
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26 | (1) |
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27 | (2) |
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Chapter 4 Designing for Modularity |
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29 | (14) |
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29 | (1) |
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Assembly Mechanisms And Gestalt Spaces |
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30 | (3) |
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33 | (5) |
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Mechanics as Shared Substrates |
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33 | (2) |
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35 | (2) |
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37 | (1) |
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Plotting Desirable Gestalts |
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38 | (2) |
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Inserting Memorable Asymmetry |
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40 | (1) |
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41 | (2) |
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Chapter 5 Ethical Procedural Generation |
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43 | (14) |
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44 | (2) |
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46 | (4) |
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50 | (1) |
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51 | (3) |
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54 | (3) |
Section II: Procedural Content |
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Chapter 6 Level Design I: Case Study |
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57 | (6) |
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58 | (1) |
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59 | (1) |
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60 | (2) |
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62 | (1) |
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Chapter 7 Level Design II: Handcrafted Integration |
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63 | (10) |
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63 | (3) |
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66 | (2) |
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68 | (1) |
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Dungeonmans Dungeon Generation Pseudocode |
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69 | (1) |
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Dungeonmans Crypt Generation Pseudocode |
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70 | (3) |
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Chapter 8 Level Design III: Architecture and Destruction |
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73 | (10) |
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74 | (8) |
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Step 1: Calculate the Bounding Box |
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75 | (1) |
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Step 2: Split the Box into Regions |
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75 | (1) |
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Step 3: Skim Perimeter Regions |
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76 | (2) |
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Step 4: Place Connections |
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78 | (2) |
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Step 5: Assign Region Types |
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80 | (1) |
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81 | (1) |
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Step 7: Generate the Regions |
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81 | (1) |
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82 | (1) |
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Chapter 9 Cyclic Generation |
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83 | (14) |
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84 | (1) |
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Using Graphs To Express Cycles |
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84 | (5) |
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89 | (1) |
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89 | (2) |
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Aside: Lock-And-Key Attributes |
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91 | (2) |
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Locks Might Be Conditional, Dangerous, or Uncertain |
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91 | (1) |
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Locks Are Permanent, Reversible, Temporary, or Collapsing |
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92 | (1) |
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Locks Might Be Valves or Asymmetrical |
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92 | (1) |
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Locks and Keys Can Be Safe or Unsafe |
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92 | (1) |
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Keys Can Be Single Purpose or Multipurpose |
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92 | (1) |
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Keys Are Particular or Nonparticular |
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93 | (1) |
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Keys Might Be Consumed or Persistent |
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93 | (1) |
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Keys Might Be Fixed in Place |
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93 | (1) |
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93 | (2) |
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95 | (2) |
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97 | (10) |
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Brief History Of World Generation |
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98 | (3) |
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101 | (2) |
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101 | (1) |
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Expansive or Complex Worlds |
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102 | (1) |
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103 | (1) |
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Qualitative Procedural Generation |
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103 | (4) |
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107 | (12) |
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Procedurally Generating Puzzles |
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107 | (2) |
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108 | (1) |
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108 | (1) |
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Puzzle Generation Approaches |
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109 | (3) |
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109 | (1) |
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110 | (1) |
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110 | (1) |
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Extra Bonus: Permutations |
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111 | (1) |
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Desktop Dungeons, The Puzzle Roguelike |
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112 | (1) |
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More Puzzle than Roguelike? |
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112 | (1) |
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More Roguelike than Puzzle? |
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112 | (1) |
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Player Hope As A Resource |
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113 | (4) |
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114 | (1) |
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115 | (2) |
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117 | (2) |
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Chapter 12 Procedural Logic |
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119 | (14) |
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119 | (1) |
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Usual Approach To Procedural Generation |
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120 | (1) |
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A Different Application: Procedural Logic |
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121 | (1) |
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How The Rule Logic Is Generated |
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122 | (5) |
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122 | (1) |
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123 | (1) |
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Not So Trivial: Procedural Logic |
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124 | (1) |
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125 | (1) |
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Queries: Asking Questions |
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125 | (1) |
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126 | (1) |
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127 | (2) |
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127 | (1) |
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127 | (1) |
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127 | (1) |
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128 | (1) |
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Rigging The Deck: Random That Feels Good |
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129 | (2) |
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129 | (1) |
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130 | (1) |
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131 | (1) |
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132 | (1) |
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Chapter 13 Artificial Intelligence |
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133 | (10) |
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Unpredictability And Artificial Intelligence |
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134 | (1) |
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135 | (2) |
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137 | (1) |
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137 | (1) |
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138 | (3) |
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138 | (2) |
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140 | (1) |
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141 | (2) |
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Chapter 14 Procedural Enemy Waves |
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143 | (10) |
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144 | (2) |
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Spawn by Timer Pseudocode |
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144 | (1) |
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144 | (2) |
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146 | (1) |
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Method 2: Spawn On Completion |
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146 | (2) |
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Spawn on Completion Pseudocode |
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146 | (1) |
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147 | (1) |
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147 | (1) |
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Method 3: Continuously Escalating Total |
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148 | (2) |
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Continuously Escalating Total Pseudocode |
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148 | (1) |
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149 | (1) |
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150 | (1) |
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Method 4: Hitpoint Progression |
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150 | (2) |
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Hitpoint Progression Pseudocode |
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150 | (1) |
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151 | (1) |
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151 | (1) |
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152 | (1) |
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Chapter 15 Generative Artwork |
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153 | (8) |
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154 | (4) |
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158 | (3) |
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Chapter 16 Generative Art Toys |
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161 | (14) |
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Building Art Toys, For Experts And Novices |
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161 | (2) |
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163 | (1) |
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Trading Control For Power |
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164 | (2) |
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Design And Construction Of Art Toys |
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166 | (6) |
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166 | (2) |
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168 | (1) |
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168 | (1) |
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168 | (1) |
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168 | (1) |
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169 | (1) |
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169 | (3) |
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Outside The Generator: Judgment, Sharing, And Curation |
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172 | (1) |
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Conclusions: Creativity For Anyone |
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173 | (2) |
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Chapter 17 Audio and Composition |
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175 | (12) |
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Procedural Audio In Skipping Stones |
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175 | (2) |
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175 | (1) |
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176 | (1) |
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177 | (1) |
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Procedural Composition In Skipping Stones |
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177 | (6) |
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178 | (1) |
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179 | (1) |
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179 | (2) |
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181 | (1) |
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181 | (2) |
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183 | (4) |
Section III: Procedural Narrative |
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Chapter 18 Story and Plot Generation |
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187 | (12) |
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Grammars And Story Grammars |
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188 | (2) |
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190 | (1) |
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191 | (1) |
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192 | (2) |
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194 | (1) |
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195 | (1) |
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196 | (1) |
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197 | (2) |
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Chapter 19 Emergent Narratives and Story Volumes |
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199 | (10) |
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199 | (2) |
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201 | (2) |
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203 | (2) |
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205 | (2) |
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Grist For The Narrative Mill |
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207 | (2) |
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Chapter 20 Poetry Generation |
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209 | (6) |
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Chapter 21 Characters and Personalities |
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215 | (16) |
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215 | (1) |
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216 | (1) |
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217 | (3) |
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217 | (1) |
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Layering Dialogue Features |
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218 | (2) |
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Character and World Interaction |
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220 | (1) |
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220 | (3) |
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221 | (1) |
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221 | (1) |
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222 | (1) |
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Meaningful in Combination |
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222 | (1) |
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223 | (2) |
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Combining Output from Several Layers of Simulation or Gameplay |
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223 | (1) |
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Bringing Character into Every Interaction |
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223 | (1) |
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Juxtaposing Events and Interpretation |
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224 | (1) |
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Callbacks to Earlier Events |
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225 | (1) |
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225 | (7) |
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225 | (1) |
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226 | (1) |
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227 | (4) |
Section IV: The Procedural Future |
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Chapter 22 Understanding the Generated |
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231 | (14) |
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Expressive Range And Generative Spaces |
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232 | (1) |
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Qualities Of The Generated |
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232 | (6) |
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232 | (1) |
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233 | (2) |
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Formalizing Qualities into Metrics |
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235 | (1) |
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235 | (2) |
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Metrics versus Requirements |
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237 | (1) |
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Qualities Of The Generator |
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238 | (1) |
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Visualizing Expressive Range |
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239 | (4) |
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239 | (1) |
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240 | (2) |
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Distance-Based Clustering |
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242 | (1) |
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243 | (1) |
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243 | (2) |
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Chapter 23 Content Tools Case Study |
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245 | (6) |
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247 | (1) |
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248 | (3) |
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Chapter 24 Automated Game Tuning |
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251 | (14) |
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253 | (2) |
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Step 2: Generate The Game Level |
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255 | (1) |
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Step 3: Simulate The Game |
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255 | (3) |
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258 | (3) |
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Step 5: Visualize The Data And Make Adjustments |
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261 | (2) |
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263 | (1) |
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264 | (1) |
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Chapter 25 Generating Rules |
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265 | (6) |
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266 | (1) |
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267 | (2) |
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Throwing Out The Rulebook |
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269 | (2) |
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Chapter 26 Algorithms and Approaches |
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271 | (30) |
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271 | (1) |
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Pseudorandom Number Generators |
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271 | (1) |
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Making Use of Repeatable Series |
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272 | (1) |
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273 | (1) |
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274 | (1) |
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275 | (2) |
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277 | (2) |
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279 | (4) |
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279 | (1) |
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280 | (1) |
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281 | (2) |
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283 | (3) |
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Lindenmayer Systems (L-Systems) |
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283 | (1) |
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284 | (2) |
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286 | (7) |
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286 | (1) |
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One-Dimensional Random Walks |
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286 | (1) |
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Two-Dimensional Random Walks |
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287 | (1) |
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288 | (3) |
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291 | (1) |
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291 | (2) |
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293 | (5) |
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293 | (2) |
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295 | (1) |
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296 | (1) |
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297 | (1) |
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298 | (3) |
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301 | (10) |
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302 | (2) |
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304 | (2) |
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Designer And Player Meaning |
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306 | (2) |
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Meaning In Qualitative Procedural Generation |
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308 | (3) |
Conclusion |
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311 | (2) |
Index |
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313 | |