English

PCG-Based Game Design Patterns

Artificial Intelligence 2016-10-12 v1 Human-Computer Interaction

Abstract

People enjoy encounters with generative software, but rarely are they encouraged to interact with, understand or engage with it. In this paper we define the term 'PCG-based game', and explain how this concept follows on from the idea of an AI-based game. We look at existing examples of games which foreground their AI, put forward a methodology for designing PCG-based games, describe some example case study designs for PCG-based games, and describe lessons learned during this process of sketching and developing ideas.

Keywords

Cite

@article{arxiv.1610.03138,
  title  = {PCG-Based Game Design Patterns},
  author = {Michael Cook and Mirjam Eladhari and Andy Nealen and Mike Treanor and Eddy Boxerman and Alex Jaffe and Paul Sottosanti and Steve Swink},
  journal= {arXiv preprint arXiv:1610.03138},
  year   = {2016}
}
R2 v1 2026-06-22T16:17:06.864Z