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<datacite:identifier identifierType="URL">https://door.donau-uni.ac.at/o:4956</datacite:identifier>

  
<datacite:titles>
  
<datacite:title xml:lang="en">Patterns 0101</datacite:title>

  
</datacite:titles>

  
<datacite:creators>
  
<datacite:creator>
  
<datacite:creatorName nameType="Personal">Perl, Michael</datacite:creatorName>

  
<datacite:givenName>Michael</datacite:givenName>

  
<datacite:familyName>Perl</datacite:familyName>

  
</datacite:creator>

  
<datacite:creator>
  
<datacite:creatorName nameType="Personal">Resch, Max</datacite:creatorName>

  
<datacite:givenName>Max</datacite:givenName>

  
<datacite:familyName>Resch</datacite:familyName>

  
<datacite:nameIdentifier nameIdentifierScheme="ORCID" schemeURI="https://orcid.org/">0000-0002-4848-5161</datacite:nameIdentifier>

  
<datacite:affiliation>Universität für Weiterbildung Krems</datacite:affiliation>

  
</datacite:creator>

  
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<dc:publisher>Department für  Kunst- und Kulturwissenschaften, Universität für Weiterbildung Krems</dc:publisher>

  
<resourceType resourceTypeGeneral="literature" uri="http://purl.org/coar/resource_type/c_6501">journal article</resourceType>

  
<dc:language>eng</dc:language>

  
<dc:description xml:lang="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.</dc:description>

  
<datacite:subjects>
  
<datacite:subject xml:lang="en">Procedural Content Generation (PCG)</datacite:subject>

  
<datacite:subject xml:lang="en">Randomness and Curation</datacite:subject>

  
<datacite:subject xml:lang="en">Gradient Noise</datacite:subject>

  
<datacite:subject xml:lang="en">Wave Function Collapse (WFC)</datacite:subject>

  
<datacite:subject xml:lang="en">Computer Games</datacite:subject>

  
<datacite:subject xml:lang="en">Techno-cultural Innovation</datacite:subject>

  
<datacite:subject xml:lang="en">Game Development Techniques</datacite:subject>

  
</datacite:subjects>

  
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<datacite:alternateIdentifier alternateIdentifierType="DOI">10.48341/6sfz-ky57</datacite:alternateIdentifier>

  
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<datacite:relatedIdentifier relatedIdentifierType="URL" relationType="IsPartOf">https://door.donau-uni.ac.at/o:4802</datacite:relatedIdentifier>

  
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<dc:format>application/pdf</dc:format>

  
<dc:source xml:lang="de">DAC - DIGITALES JOURNAL FÜR KUNST- &amp; KULTURWISSENSCHAFTEN</dc:source>

  
<citationTitle>DAC - DIGITALES JOURNAL FÜR KUNST- &amp; KULTURWISSENSCHAFTEN</citationTitle>

  
<citationVolume>01</citationVolume>

  
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<datacite:size>2.08 MB</datacite:size>

  
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<datacite:dates>
  
<datacite:date dateType="Issued">2024-10-03</datacite:date>

  
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