Procedural content generation for games: A survey
By Mark J. C. Hendrikx, Sebastiaan A. Meijer, Joeri Van Der Velden, Alexandru Iosup. TOMCCAP, 2013
582 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Computer Graphics and Computer-Aided Design, Computer Vision and Pattern Recognition
View Paper: https://www.semanticscholar.org/paper/2e68ccfceb70182912345c293d50e6ff32b8bf90
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Artificial Intelligence
- Greg Mori
- Sergey I. Nikolenko
- Yasutaka Furukawa
- Xiaoming Fu
- Peng Wu
- Bernhard Jaeger
- Li Chen
- Kai-Hung Chang
In Computer Graphics and Computer-Aided Design
- Andreas Geiger
- Ligang Liu
- Greg Mori
- Sergey I. Nikolenko
- Yasutaka Furukawa
- Kashyap Chitta
- Alessandro Giusti
- Marc Pollefeys
In Computer Vision and Pattern Recognition
- Luc Van Gool
- Andreas Geiger
- Sergey I. Nikolenko
- Xiaogang Wang
- Jitendra Malik
- Trevor Darrell
- Dacheng Tao
- Andrew Zisserman
Citations in the corpus
- Semantic Segmentation on Swiss3DCities: A Benchmark Study on Aerial Photogrammetric 3D Pointcloud Dataset (2020, background): “The problem is relevant for many real-world applications, such as autonomous or assisted driving, automated content generation for games [15], augmented and virtual reality applications, and city planning [38].”
- Data-driven interior plan generation for residential buildings (2019, background): “…many types of layouts, such as urban layouts [Aliaga et al. 2008; Chen et al. 2008; Peng et al. 2016, 2014; Yang et al. 2013], game level layouts [Hendrikx et al. 2013; Ma et al. 2014], architectural layouts [Bao et al. 2013; Harada et al. 1995; Müller et al. 2006], interior layouts [Feng et al.…”
- End-to-End Autonomous Driving: Challenges and Frontiers (2023, background): “Recently, some of the simulation properties can be sampled from a probabilistic distribution with computer algorithms, which we refer to as procedural generation [93].”
- House-GAN: Relational Generative Adversarial Networks for Graph-constrained House Layout Generation (2020, background): “ur code and data. 2 Related work Procedural layout generation: Layout composition has been an active area of research in various domains, including architectural layouts [8,4,20,21], gamelevel design [9,18] and others. In particular, Peng et al. [21] takes a set of deformable room templates and tile”
- Synthetic Data for Deep Learning (2019, background): “There is a large related field of procedural content generation for video games [243,540,590], but we highlight a recent work by Qi et al.”
- Gamification Science, Its History and Future: Definitions and a Research Agenda (2018, background): “From a procedural content generation perspective (i.e., Hendrikx, Meijer, Van der Velden, & Iosup, 2013), game elements can be categorized into six classes, including game bits (e.g., textures, sounds buildings), game space (e.g., indoor maps, bodies of water), game systems (e.g., ecosystems, urban…”