filmeu

Class Procedural Content Generations

  • Presentation

    Presentation

    Content generation is increasingly important in contemporary game development. Although there is a huge range of tools that facilitate the development of digital artifacts, there is still a high cost of labor and time for its realization. Due to this cost, algorithms for content generation are increasingly attractive, as is the case of the SpeedTree system, for example, widely used in the industry. As such, this curricular unit will focus specifically on learning and implementing several algorithms for procedural content generation with strong presence in industry and academia, although always keeping an eye on new developments in the area.
  • Code

    Code

    ULHT6838-25525
  • Syllabus

    Syllabus

    PC1. PCG foundations: randomness, distributions, noise (Perlin, Simplex, blue noise, octaves, domain warping). PC2. Mathematical fields: fractals, SDFs, Boolean ops, shader procedural textures (2D/volumetric). PC3. Simulation PCG: cellular automata, agents, emergence vs control PC4. Terrain: heightmaps, stitching, erosion, chunked worlds, streaming, volumetric terrain, Marching Cubes. PC5. Grammars: formal grammars, L-systems, implicit rules, loot systems. PC6. Graphs: mission/progression graphs, structure vs representation. PC7. Constraints: hard/soft, propagation, rewrite systems, state machines. PC8. Levels: assembly, modular kits, dungeons, navigation-aware layouts. PC9. Evaluation: playability, heuristics, difficulty. PC10. Evolution: genetic representations, fitness, mutation, crossover, co-evolution, limits. PC11. Learning PCG: statistical methods, WFC-style systems, neural overview. PC12. Mixed-initiative: tools, player modeling, adaptive PCG, ethics.
  • Objectives

    Objectives

    LO1. Make the connection between artificial intelligence systems within the context of content creation. LO2. Learn the algorithmic processes, understanding how they work. LO3. Be able to implement the algorithms in question, as well as analyze the content generated by them.  
  • Teaching methodologies

    Teaching methodologies

    The course follows a lecture-based model combined with guided independent work, integrating innovative methods through the systematic analysis of real video game industry cases. Each topic is linked to concrete game examples, connecting theory, algorithms, and PCG techniques to professional solutions. The approach strengthens the link between technical aspects and design and production decisions, promoting contextualized learning, critical thinking, and knowledge transfer to new problems.
  • References

    References

    Shaker, N., Togelius, J., & Nelson, M. J. (2016). Procedural content generation in games. Springer. Millington, I. (2019). AI for games (3rd ed.). CRC Press.
  • Assessment

    Assessment

    Descrição

    Ponderação

    Projecto final

    80%

    Participação em aula

    20%

     

     

SINGLE REGISTRATION
Lisboa 2020 Portugal 2020 Small financiado eu 2024 prr 2024 republica portuguesa 2024 Logo UE Financed Provedor do Estudante Livro de reclamaões Elogios entidade signataria