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The Power and Peril of PCG
Gillian Smith
Northeastern University
Julian Togelius
New York University
Who Are We?
• Gillian Smith
• Assistant Professor,
Northeastern University
• PCG-based game design,
mixed-initiative design tools,
history of PCG, constraints,
grammars
• Super Mario World, western
roleplaying games, puzzle
games
Who Are We?
• Julian Togelius
• Associate Professor,

New York University
• Search-based PCG, cellular
automata, PCG for game
adaptation, game generation
• StarCraft, Super Mario Bros,
Cut the Rope, racing games
What Are We Talking About?
• Technical approaches to PCG
• What is available?
• What are strengths and weaknesses?
• Examples
• Practical PCG advice
• Choosing an approach
• Pipeline
• Using PCG to help designers
• Debugging and visualization strategies
There is no magic bullet.
PCG Methods and Approaches
their power and peril
flickr:oter
Constructive Methods
• Piece together random
building blocks
• Direct randomness via:
• Knowledge representation
• Altering distribution
• Indirection, lookup tables
• “Let’s just hack this thing
together.”
Description
Spelunky
Constructive Methods
• Light-weight algorithmically
• Customized to design
• This is good and bad…
• Fighting against human
pattern recognition skills
• Authoring burden on artists,
designers to make highly
modular content
Power and Peril
Diablo 3
Constructive Methods
• 4 pages of lookup tables
• Build entire dungeon at
runtime
• Highly customized
• Hard to debug
• PCG as part of play!
Extreme Example
AD&D Dungeon Generation
Constraint-Based Systems
• Define domain in terms of
variables and numerical and/
or logical constraints
• Off-the-shelf solver
• “I need to meet hard design
constraints and I love logic
programming.”
Description
Refraction
Constraint-Based Systems
• Can make promises about
design issues
• Solvability / validity
• Player experience
• Flexible, general-purpose
language
• Must define domain very
tightly, including common
sense
• Scalability depends on
domain representation
• Debugging is difficult
Power and Peril
Tanagra
Constraint-Based Systems
• Game generation with
modular, logically expressed
rulesets
• Constraints on how rulesets
can be combined
• Generated result constitutes
explanation of rules for player
Extreme Example
Variations Forever
Optimization
• Also known as search-based
PCG
• Use an evolutionary algorithm
to evolve the content
• Fitness function: “goodness”
of content
• Representation: creates a
search space where good
content can be found
Description
City Conquest
Optimization
• Power: extremely general,
requires little domain
knowledge,

finds unexpected solutions
• Peril: takes time,

hard to find fitness function,
finds unexpected solutions
• Different levels of ambitions
possible - from tuning the
game to creating new rules
Power and Peril
Optimization
• Angelina: generates
complete games
• Evolves levels, selects art
• Also in previous version:
evolves mechanics
Extreme Example
ANGELINA
grammar one or several nodes and interconnecting edges can be
replaced by a new structure of nodes and edges (see figures 2 & 3;
[18]). After a group of nodes have been selected for replacement
as described by a particular rule, the selected nodes are numbered
according to the left-hand side of the rule (step 2 in figure 3).
Next, all edges between the selected nodes are removed (step 3).
The numbered nodes are then replaced by their equivalents (nodes
with the same number) on the right-hand side of the rule (step 4).
Then any nodes on the right-hand side that do not have an
equivalent on the left-hand side are added to the graph (step 5).
Finally, the edges connecting the new nodes are put into the graph
as specified by the right-hand side of the rule (step 6) and the
Figure 3. The replacement operations accordin
figure 2.
Figure 4. Rules to generate a mission
Grammars
• Specify an ontology, an axiom
and a set of production rules
• The rules determine how
symbols are expanded
• Well-known example: L-
systems
• Much broader applicability,
e.g. quests, dungeons,
caves…
Description
Joris Dormans’ Missions and Spaces
Grammars
• Power: easy to author chunks
of content,

surprisingly complex
structures generated
• Perils: over- and
undergenerating,
repetitiveness
Power and Peril
Pruzinkiewics and Lindenmayer
Summary
METHOD POWER PERIL
CONSTRUCTIVE
simple to author
customization
repetitiveness in content 

ad hoc
CONSTRAINT-
BASED
design guarantees

declarative
translating to constraints

debugging
OPTIMIZATION-
BASED
generality 

emergence
fitness function

speed
GRAMMARS
emergence

easy to author
prone to over- and

under-generation
Practical Advice
okay but now what?
flickr:justinbaeder
What Do You Care About?
Building Blocks Game Stage Player Interaction Design Control
Authored Chunks Online None Indirect
Templates Offline Parameterized Compositional
Components Indirect Experiential
Subcomponents Direct
Data vs. Process
• Where do you place
authorial control?
Building Blocks
Authored Chunks
Templates
Components
Subcomponents
Data
Oriented
Data vs. Process
• Where do you place
authorial control?
Building Blocks
Authored Chunks
Templates
Components
Subcomponents
Process
Oriented
Algorithm Speed
• Online
• Speed is paramount
• Human-in-the-loop?
• Offline
• Flexible in algorithm
choice
• Automated curation
Game Stage
Online
Offline
What about the players?
• Type of control dictates
algorithm choice
• Weight or presence of
grammars rules
• Fitness Function
• Changing constraints
Player Interaction Design Control
None Indirect
Parameterized Compositional
Indirect Experiential
Direct
What about the players?
• What granularity of
control?
• “Fun” and other fitness
functions
• Specific content or
experiential (eg.
pacing) requirements
Player Interaction Design Control
None Indirect
Parameterized Compositional
Indirect Experiential
Direct
PCG Dynamics
• How coupled is it to other mechanics?
• Memorization vs. reaction
• Player builds strategies to influence generator
• Player seeks new content in large world
• Player practices mechanics in new settings
• Communities of players interacting
Mixed-Initiative Tools
pcg to help designers
flickr:omnitarian
• Human-machine
realtime (-ish) design
collaboration
• Human continually edits
constraints on level,
machine brainstorms
• Experiential control:
manipulate pacing
independent of
geometry
Tanagra
Constraints and Reactive Planning for Platformer Levels
Sentient Sketchbook
• Maps represented as
sketches
• Suggestions continuously
generated in reaction to user
actions
• Human aesthetic preferences
recorded from editing
operations
Optimization for strategy map levels
Ropossum
• Tree search for finding
solvable levels
• Grammatical evolution for
placing level items
• Any part of the level can be
locked for human edits
Optimization and solving for Cut the Rope
Visualizing and Debugging
making sense of your generator
flickr:RobertKörner
Generative Space
• PCG moves us from
designing content to
designing spaces of content
• Minor algorithm choices can
lead to large changes in
space of output
flickr:DianaRobinson
Sampling from the Space
• Tempting to look at a few
examples of content and
judge entire space
• Sampling problems: how do
you know you have a
representative sample?
flickr:WilliamWarby
Expressive Range
• Define several metrics for “evaluating” produced content
• Plot sample output of generators against axes defined by metrics
• Produce 2D histograms visualizing generative space
gure 7: Heatmaps visualizing the expressive range of each generator according to the Density (x-axi
d Leniency (y-axis) metrics. The order of generators (left to right, top to bottom) is: GE, hoppe
unchpad, launchpad-rhythm, notch, parameterized notch, parameterized notch-randomized, ORE, origin
vels, pattern-based-count, pattern-based-occurrence, pattern-based-weighted-count.
generator control type
GE indirect, via changing evolution
parameters
hopper parameterized, for implicitly de-
cluded in this study. These include metrics that measu
macro-scale progression and repetition in the level. Th
also include simulation-based metrics, which would use
artifical agent to play the level and analyse its playing sty
Further, we could use metrics that try to judge the shape
the level, for example through computer vision methods.
Some platform game metrics
• Leniency
• Linearity
• Density
• Pattern density
• Pattern variation
(a) Level: 704 Linearity +96 (MAX).
(b) Level 118: Linearity 16 (MIN).
(c) Level 50: Leniency +8 (MIN).
(d) Level 20: Leniency +44 (MAX).
Figure 8: (n = 3) levels with pruned corpus 2600 slices (15
Uncovering Biasing
Further Resources
want to learn more?
flickr:ToddPetrie
Resources
• proceduralcontent google group:

https://groups.google.com/forum/#!forum/proceduralcontent
• #procjam (coming again in 2015!): TODO - mike will give gillian
preferred link
• procedural content generation wiki: http://pcg.wikidot.com/
• PCG textbook (in-progress): http://pcgbook.com/
• academic venues

foundations of digital games (mostly open-access)

artificial intelligence in interactive digital entertainment (open access)

computational intelligence in games (mostly open access)

transactions on AI and CI in games
Thank you!
Gillian Smith gi.smith@neu.edu http://www.sokath.com
Julian Togelius julian@togelius.com http://julian.togelius.com

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PCG Methods: Their Power and Peril

  • 1. The Power and Peril of PCG Gillian Smith Northeastern University Julian Togelius New York University
  • 2. Who Are We? • Gillian Smith • Assistant Professor, Northeastern University • PCG-based game design, mixed-initiative design tools, history of PCG, constraints, grammars • Super Mario World, western roleplaying games, puzzle games
  • 3. Who Are We? • Julian Togelius • Associate Professor,
 New York University • Search-based PCG, cellular automata, PCG for game adaptation, game generation • StarCraft, Super Mario Bros, Cut the Rope, racing games
  • 4. What Are We Talking About? • Technical approaches to PCG • What is available? • What are strengths and weaknesses? • Examples • Practical PCG advice • Choosing an approach • Pipeline • Using PCG to help designers • Debugging and visualization strategies
  • 5. There is no magic bullet.
  • 6. PCG Methods and Approaches their power and peril flickr:oter
  • 7. Constructive Methods • Piece together random building blocks • Direct randomness via: • Knowledge representation • Altering distribution • Indirection, lookup tables • “Let’s just hack this thing together.” Description Spelunky
  • 8. Constructive Methods • Light-weight algorithmically • Customized to design • This is good and bad… • Fighting against human pattern recognition skills • Authoring burden on artists, designers to make highly modular content Power and Peril Diablo 3
  • 9. Constructive Methods • 4 pages of lookup tables • Build entire dungeon at runtime • Highly customized • Hard to debug • PCG as part of play! Extreme Example AD&D Dungeon Generation
  • 10. Constraint-Based Systems • Define domain in terms of variables and numerical and/ or logical constraints • Off-the-shelf solver • “I need to meet hard design constraints and I love logic programming.” Description Refraction
  • 11. Constraint-Based Systems • Can make promises about design issues • Solvability / validity • Player experience • Flexible, general-purpose language • Must define domain very tightly, including common sense • Scalability depends on domain representation • Debugging is difficult Power and Peril Tanagra
  • 12. Constraint-Based Systems • Game generation with modular, logically expressed rulesets • Constraints on how rulesets can be combined • Generated result constitutes explanation of rules for player Extreme Example Variations Forever
  • 13. Optimization • Also known as search-based PCG • Use an evolutionary algorithm to evolve the content • Fitness function: “goodness” of content • Representation: creates a search space where good content can be found Description City Conquest
  • 14. Optimization • Power: extremely general, requires little domain knowledge,
 finds unexpected solutions • Peril: takes time,
 hard to find fitness function, finds unexpected solutions • Different levels of ambitions possible - from tuning the game to creating new rules Power and Peril
  • 15. Optimization • Angelina: generates complete games • Evolves levels, selects art • Also in previous version: evolves mechanics Extreme Example ANGELINA
  • 16. grammar one or several nodes and interconnecting edges can be replaced by a new structure of nodes and edges (see figures 2 & 3; [18]). After a group of nodes have been selected for replacement as described by a particular rule, the selected nodes are numbered according to the left-hand side of the rule (step 2 in figure 3). Next, all edges between the selected nodes are removed (step 3). The numbered nodes are then replaced by their equivalents (nodes with the same number) on the right-hand side of the rule (step 4). Then any nodes on the right-hand side that do not have an equivalent on the left-hand side are added to the graph (step 5). Finally, the edges connecting the new nodes are put into the graph as specified by the right-hand side of the rule (step 6) and the Figure 3. The replacement operations accordin figure 2. Figure 4. Rules to generate a mission Grammars • Specify an ontology, an axiom and a set of production rules • The rules determine how symbols are expanded • Well-known example: L- systems • Much broader applicability, e.g. quests, dungeons, caves… Description Joris Dormans’ Missions and Spaces
  • 17. Grammars • Power: easy to author chunks of content,
 surprisingly complex structures generated • Perils: over- and undergenerating, repetitiveness Power and Peril Pruzinkiewics and Lindenmayer
  • 18. Summary METHOD POWER PERIL CONSTRUCTIVE simple to author customization repetitiveness in content ad hoc CONSTRAINT- BASED design guarantees declarative translating to constraints debugging OPTIMIZATION- BASED generality emergence fitness function speed GRAMMARS emergence easy to author prone to over- and under-generation
  • 19. Practical Advice okay but now what? flickr:justinbaeder
  • 20. What Do You Care About? Building Blocks Game Stage Player Interaction Design Control Authored Chunks Online None Indirect Templates Offline Parameterized Compositional Components Indirect Experiential Subcomponents Direct
  • 21. Data vs. Process • Where do you place authorial control? Building Blocks Authored Chunks Templates Components Subcomponents Data Oriented
  • 22. Data vs. Process • Where do you place authorial control? Building Blocks Authored Chunks Templates Components Subcomponents Process Oriented
  • 23. Algorithm Speed • Online • Speed is paramount • Human-in-the-loop? • Offline • Flexible in algorithm choice • Automated curation Game Stage Online Offline
  • 24. What about the players? • Type of control dictates algorithm choice • Weight or presence of grammars rules • Fitness Function • Changing constraints Player Interaction Design Control None Indirect Parameterized Compositional Indirect Experiential Direct
  • 25. What about the players? • What granularity of control? • “Fun” and other fitness functions • Specific content or experiential (eg. pacing) requirements Player Interaction Design Control None Indirect Parameterized Compositional Indirect Experiential Direct
  • 26. PCG Dynamics • How coupled is it to other mechanics? • Memorization vs. reaction • Player builds strategies to influence generator • Player seeks new content in large world • Player practices mechanics in new settings • Communities of players interacting
  • 27. Mixed-Initiative Tools pcg to help designers flickr:omnitarian
  • 28. • Human-machine realtime (-ish) design collaboration • Human continually edits constraints on level, machine brainstorms • Experiential control: manipulate pacing independent of geometry Tanagra Constraints and Reactive Planning for Platformer Levels
  • 29.
  • 30. Sentient Sketchbook • Maps represented as sketches • Suggestions continuously generated in reaction to user actions • Human aesthetic preferences recorded from editing operations Optimization for strategy map levels
  • 31.
  • 32. Ropossum • Tree search for finding solvable levels • Grammatical evolution for placing level items • Any part of the level can be locked for human edits Optimization and solving for Cut the Rope
  • 33.
  • 34. Visualizing and Debugging making sense of your generator flickr:RobertKörner
  • 35. Generative Space • PCG moves us from designing content to designing spaces of content • Minor algorithm choices can lead to large changes in space of output flickr:DianaRobinson
  • 36. Sampling from the Space • Tempting to look at a few examples of content and judge entire space • Sampling problems: how do you know you have a representative sample? flickr:WilliamWarby
  • 37. Expressive Range • Define several metrics for “evaluating” produced content • Plot sample output of generators against axes defined by metrics • Produce 2D histograms visualizing generative space gure 7: Heatmaps visualizing the expressive range of each generator according to the Density (x-axi d Leniency (y-axis) metrics. The order of generators (left to right, top to bottom) is: GE, hoppe unchpad, launchpad-rhythm, notch, parameterized notch, parameterized notch-randomized, ORE, origin vels, pattern-based-count, pattern-based-occurrence, pattern-based-weighted-count. generator control type GE indirect, via changing evolution parameters hopper parameterized, for implicitly de- cluded in this study. These include metrics that measu macro-scale progression and repetition in the level. Th also include simulation-based metrics, which would use artifical agent to play the level and analyse its playing sty Further, we could use metrics that try to judge the shape the level, for example through computer vision methods.
  • 38. Some platform game metrics • Leniency • Linearity • Density • Pattern density • Pattern variation (a) Level: 704 Linearity +96 (MAX). (b) Level 118: Linearity 16 (MIN). (c) Level 50: Leniency +8 (MIN). (d) Level 20: Leniency +44 (MAX). Figure 8: (n = 3) levels with pruned corpus 2600 slices (15
  • 40. Further Resources want to learn more? flickr:ToddPetrie
  • 41. Resources • proceduralcontent google group:
 https://groups.google.com/forum/#!forum/proceduralcontent • #procjam (coming again in 2015!): TODO - mike will give gillian preferred link • procedural content generation wiki: http://pcg.wikidot.com/ • PCG textbook (in-progress): http://pcgbook.com/ • academic venues
 foundations of digital games (mostly open-access)
 artificial intelligence in interactive digital entertainment (open access)
 computational intelligence in games (mostly open access)
 transactions on AI and CI in games
  • 42. Thank you! Gillian Smith gi.smith@neu.edu http://www.sokath.com Julian Togelius julian@togelius.com http://julian.togelius.com