TY - GEN
T1 - What is procedural content generation? Mario on the borderline
AU - Togelius, Julian
AU - Kastbjerg, E.
AU - Schedl, D.
AU - Yannakakis, G.N.
PY - 2011
Y1 - 2011
N2 - We try to clarify the concept of procedural content generation (PCG) through contrasting it to other forms of content generation in games with which it could easily be mistaken, and through discussing some properties of PCG which are sometimes thought of as necessary but are actually not. After drawing up some clear demarcations for what is and what is not PCG, we present two versions of a content generation system for Infinite Mario Bros which is intentionally designed to question these same demarcations. We argue that, according to our own definition, one version of the system is an example of PCG while the other is not, even though they are mostly identical. We hope that this paper answers some questions but raises others, and inspires researchers and developers to thread some less common ground in developing content generation techniques.
AB - We try to clarify the concept of procedural content generation (PCG) through contrasting it to other forms of content generation in games with which it could easily be mistaken, and through discussing some properties of PCG which are sometimes thought of as necessary but are actually not. After drawing up some clear demarcations for what is and what is not PCG, we present two versions of a content generation system for Infinite Mario Bros which is intentionally designed to question these same demarcations. We argue that, according to our own definition, one version of the system is an example of PCG while the other is not, even though they are mostly identical. We hope that this paper answers some questions but raises others, and inspires researchers and developers to thread some less common ground in developing content generation techniques.
UR - http://www.scopus.com/inward/record.url?scp=79961050046&partnerID=8YFLogxK
U2 - 10.1145/2000919.2000922
DO - 10.1145/2000919.2000922
M3 - Conference contribution
SN - 9781450308724
T3 - ACM International Conference Proceeding Series
BT - 2nd International Workshop on Procedural Content Generation in Games, PCGames 2011 - Co-located with the 6th International Conference on the Foundations of Digital Games
ER -