Procedural generation of populations for storytelling |
Proceedings of PCG 2015 - Workshop on Procedural Content Generation for Games, co-located with the Tenth International Conference on the Foundations of Digital Games - jun 2015
Procedural world generation is often limited to creating worlds devoid of people and any background. Because of this, cre- ating a vibrant, living world is still a problem that requires a skilled designer. In this paper, we present a method that generates a socially connected population in any virtual ter- rain, using a mixed-initiative simulation of settlements that adapt to the world and to a designer's input. Using this sim- ulation, we develop a number of sample worlds that convey the expressive potential of the approach. We further eval- uate ease of use with a user study. As a proof-of-concept, we implement the system to bridge the output of a terrain generation tool to the input of a narrative generation tool.
Images and movies
BibTex references
@InProceedings { IKBC15, author = "Veld, Bas in het and Kybartas, Ben and Bidarra, Rafael and Meyer, John-Jules Ch.", title = "Procedural generation of populations for storytelling", booktitle = "Proceedings of PCG 2015 - Workshop on Procedural Content Generation for Games, co-located with the Tenth International Conference on the Foundations of Digital Games", month = "jun", year = "2015", keywords = "computational storytelling, population generation, procedu- ral content generation", url = "http://graphics.tudelft.nl/Publications-new/2015/IKBC15" }