Abstract
This paper presents a new method of procedural content generation (PCG) for natural environments and objects (such as terrain, biomes, river, and vegetation), with special attention to game design and visual aesthetic. Our solution allows us to define a set of rules to control the content generation to meet the requirements of game design and level design teams.
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Acknowledgements
The authors are grateful to the Foundation for Science and Technology (FCT, Portugal) for financial support through national funds FCT/MCTES (PIDDAC) to CeDRI (UIDB/05757/2020 and UIDP/05757/2020) and SusTEC (LA/P/0007/2021).
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Oliveira, G., Almeida, L., Sousa, J.P., Barroso, B., Barbedo, I. (2022). A Rule Based Procedural Content Generation System. In: Pereira, A.I., Košir, A., Fernandes, F.P., Pacheco, M.F., Teixeira, J.P., Lopes, R.P. (eds) Optimization, Learning Algorithms and Applications. OL2A 2022. Communications in Computer and Information Science, vol 1754. Springer, Cham. https://doi.org/10.1007/978-3-031-23236-7_8
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