Procedural Generation in Games: fan boi thread

GoodGame

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Being a wannabe programmer and a gamer (and a former Spore fan boi), I thought to start a procedural generation thread to keep an eye on emerging use of Procedural Generation.

First, to give the mainstream definition: to generate game content by algorithm (procedure) rather than by hand.

Recent examples:

1. In the game Borderlands, the stats for guns are procedurally generated so each new enemy is a bit different.

2. Most of the Spore pre-release simulations were experiments to check the feasibility of making Spore more procedurally generated. Brian Eno's sound-track to Spore is actually mostly procedurally generated, btw.

3. Rogue-like games typically have randomally generated dungeon layouts per level, which use a procedure to construct the level on the fly. Similar to that is a game like Daggerfall, where NPCs and maps were made dynamically.

4. Instancing of names, like is done in the Revolutions mod for Civ4 (new random civs that spawn from a revolution get an instanced name, e.g. The Babylonian rebels of Stockholm).

5. Left 4 Dead "AI director", which supposedly enforcing pacing to the game by affecting the way the AI acts.


So my idea for this thread is just to list cool and upcoming uses of procedural generation, and some ideas for how it might be used in modding too (e.g. Civ4 modding). One use I would like to see would be narratives generated procedurally, especially applied to strategy games to give them more atmosphere and background story.

I think an important counter-point to using procedural generation haphazardly is that generating tons of content doesn't necessarily equal a fun game. E.g. think of a generic MMORPG that has tons of items in it, but you don't enjoy playing since the added content doesn't make it any more fun.


Here's a few articles/demos:

1. A commercial, cityscape and traffic generator (basically SimCity without the game):
http://pixelactive3d.com/Products/CityScape/

2. A wiki that is a good starting point for reading about Procedural generation of game content: http://pcg.wikidot.com/
 
Demo of technical 3D object (e.g. "spaceship") made procedurally: http://www.youtube.com/watch?v=Gw61GPSjcFI&feature=related

Demo of textures being modified by procedures (e.g. stone-work becoming infected with algae growth): http://www.youtube.com/watch?v=NkTIZ1GldgQ&feature=related

Demo of tree development (branching) due to procedural generation: http://www.youtube.com/watch?v=t-FZhw9G-RQ&feature=related
Beyond graphics, this could be the framework for say the decision story/plot tree in a computer RPG game.

This demo is strange. Looks like it is a sound generator tied to an L-system (and I guess has a feedback loop somehow). http://www.youtube.com/watch?v=feZ6Z5dLCKs
 
It'll probably be used when my dream game comes out. It'd be an infinite and detailed space exploration thing. One that doesn't suck like Spore or Star Trek online.

But yeah, I tend to be a sucker for randomly generated content. Loot and stuff. I got Borderlands only because of that basically. And I've played a crapload of Diablo 1 and 2.

Every time you go out there, something exciting could happen.
 
Borderlands' use seems a no-brainer. Basically the same as automating the D&D treasure tables, though novel to see it with guns in a FPS. But it does seem brilliant there in that it cuts down on hiring lots of employees to playtest it all and try to design a limited, balanced set of content.

I'm getting the opinion that beyond instancing items, terrain generation and city generators are the most mature uses of procedural generation. Likely an MMORPG that is completely procedurally generated (galaxies, planets, races, and RPG content), or a multiplayer FPS one( city generator plus interior generator, with an AI director) will probably be the first truly procedurally-generated commercial games.


I'm still trying to see if there's any really good use of it in fiction, interactive fiction, or RPG quest, but doesn't seem like there's much. Procedurally generated RPG scenarios interest me.
I'm guessing it's partly an expert AI problem of actually knowing how to consistently do something (write consistently good art) and then the problem of emulating that through software.

So far, I've only found this strange drama IF, called Facade: http://www.interactivestory.net/
Many game play videos are uploaded onto youtube, but it seems to me to be as weak as say ELIZA. And I have no clue what procedural generation and interaction it actually provides.


I'm also wondering about the use in turn-based games. Procedurally generating the factions/civs seems like a great idea (civs are chosen from the start of the game but evolve); imagine if everything: buildings, wonders, units were unique and procedural to each civ/faction!

Also in AI I think there's some applications. Most AI is just scripting that is hand-coded after based on playtesting experience, excepting some sort of genetic algorithm experiment which might have a procedural basis that evolves. But AI could even be simulated procedurally, if the AI was expected to be a cheater anyways (often the case in TB games), so the procedural generation creates interesting solitaire situations without the need to write a serious AI (e.g. mad rush AI like in a Tower Defense).

And augmenting TB games with procedurally-generated storyline (the whole game-master thing) would be interesting too. Imagine a Civ4 mod withcomplex python quests that were procedural, and largely influenced by a feedback loop of the player's interactions.

And like Spore, have multiple graphics editors (e.g. buildings, vehicles, species) but automate them procedurally, perhaps only seeding them with creations of the player. A way to put the graphics artists out of work in any kind of games genre! ;)


There doesn't seem to be a lot of attempts at procedural generation in TB games at the moment though.
 
It'll probably be used when my dream game comes out. It'd be an infinite and detailed space exploration thing. One that doesn't suck like Spore or Star Trek online.

But yeah, I tend to be a sucker for randomly generated content. Loot and stuff. I got Borderlands only because of that basically. And I've played a crapload of Diablo 1 and 2.

Every time you go out there, something exciting could happen.

http://www.infinity-universe.com/Infinity/index.php?option=com_content&task=view&id=12&Itemid=33

Infinity - A Quest for Earth

Uses procedural generation to replicate an ENTIRE GALAXY.

LITERALLY AN ENTIRE GALAXY.

BILLIONS OF OBJECTS.

And it already looks faptastic despite being in developement/alpha.
 
My god that is incredible...

Though I suspect by the time it is released we will have neural interfaces that will actually allow you to feel the heat or the cold of the world, the breeze and the humidity, too.
 
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