<resource xmlns:datacite="http://datacite.org/schema/kernel-4">
<creators>
<creator>
<creatorName>Resch, Max (University for Continuing Education Krems)</creatorName>
<givenName>Max</givenName>
<familyName>Resch</familyName>
</creator>
<creator>
<creatorName>Perl, Michael</creatorName>
<givenName>Michael</givenName>
<familyName>Perl</familyName>
</creator>
</creators>
<titles>
<title>Patterns 0101 </title>
</titles>
<publicationYear>2024</publicationYear>
<descriptions>
<description descriptionType="Other">In this paper we explore various facets of procedural content generation (PCG) in computer games, particularly focusing on the interplay between randomness and curation, the use of gradient noise, the concept of seeds, and advanced techniques like Wave Function Collapse (WFC). Further we discuss how PCG has evolved over time, influenced by both technical necessity and cultural innovation, we delve into the concept of order within noise, showcasing how rules and constraints can shape generated content to meet specific needs in game development. By examining these techniques, we offer insights into the potential and challenges of AI-aided game development and the future of PCG in the gaming industry.</description>
</descriptions>
<resourceType resourceTypeGeneral="Text">PDFDocument</resourceType>
<language>en</language>
<dates>
<date dateType="Created">2024-08-20T08:04:37.567Z</date>
</dates>
<subjects>
<subject>Game Development Techniques</subject>
<subject>Techno-cultural Innovation</subject>
<subject>Computer Games</subject>
<subject>Wave Function Collapse (WFC)</subject>
<subject>Gradient Noise</subject>
<subject>Randomness and Curation</subject>
<subject>Procedural Content Generation (PCG)</subject>
</subjects>
<sizes>
<size>2213467 b</size>
</sizes>
<formats>
<format>application/pdf</format>
</formats>
<rightsList>
<rights rightsURI="http://creativecommons.org/licenses/by-nc/4.0/">CC BY-NC 4.0 International</rights>
</rightsList>
</resource>
