Recommended litterature:
- Shaker, Togelius, and Nelson (2015). Procedural Content Generation in Games: A Textbook and an Overview of Current Research, PCG Book.com (tillgänglig som PDF)
- Current research literature (10 papers) och internet sources (ref.)
Procedural Content Generation
About the course
The purpose of this course is to allow the student to gain experiences and abilities to construct and evaluate different solutions to algorithmically generate game content for game worlds, game levels or items.
Course content
- Introduction to Procedual Content Generation (PCG) and its role
- Search-based PCG
- Player-driven PCG
- L-systems and vegetation
- Terrain, landscapes and fractals
- Levels and their structures
- Content evaluation and expressive range
- Interactive narrative and mix-initiative design tools
Entry requirements and selection
Entry requirements
1. The equivalent of English 6 in Swedish secondary school.
2. At least 60 credits in the main field of Computer Science including at least 15 credits of programming.
3. Either a completed course of at least 7.5 credits in Data Structures and Algorithms, or a completed course of at least 7.5 credits in Artificial Intelligence.
Selection
100% University credits completed
Course literature
Course evaluation
Malmö University provides students who participate in, or who have completed a course, with the opportunity to express their opinions and describe their experiences of the course by completing a course evaluation administered by the University. The University will compile and summarise the results of course evaluations. The University will also inform participants of the results and any decisions relating to measures taken in response to the course evaluations. The results will be made available to the students (HF 1:14).