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<ns1:title language="en">Patterns 0101 </ns1:title>
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<ns1:description language="en">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.</ns1:description>
<ns1:keyword language="en">Game Development Techniques</ns1:keyword>
<ns1:keyword language="en">Techno-cultural Innovation</ns1:keyword>
<ns1:keyword language="en">Computer Games</ns1:keyword>
<ns1:keyword language="en">Wave Function Collapse (WFC)</ns1:keyword>
<ns1:keyword language="en">Gradient Noise</ns1:keyword>
<ns1:keyword language="en">Randomness and Curation</ns1:keyword>
<ns1:keyword language="en">Procedural Content Generation (PCG)</ns1:keyword>
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<ns12:name_magazine language="en">  DAC - DIGITAL JOURNAL FOR ARTS &amp; CULTURAL STUDIES</ns12:name_magazine>
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<ns12:reihentitel>Variations on how to play</ns12:reihentitel>
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