In Proceedings of PCG Workshop

Procedural generation of populations for storytelling

Bas in het Veld, Ben Kybartas, Rafael Bidarra, and John-Jules Ch. Meyer

 Left: A simple island with only fishers and farmers, no relations and no defined prototypes. Right: A simple island with only fishers, farmers, no relations, but with two prototypes that cause a designer-defined amount of fishers (8) and farmers (8) to exist.

Procedural world generation is often limited to creating worlds devoid of people and any background. Because of this, cre- ating a vibrant, living world is still a problem that requires a skilled designer. In this paper, we present a method that generates a socially connected population in any virtual ter- rain, using a mixed-initiative simulation of settlements that adapt to the world and to a designer's input. Using this sim- ulation, we develop a number of sample worlds that convey the expressive potential of the approach. We further eval- uate ease of use with a user study. As a proof-of-concept, we implement the system to bridge the output of a terrain generation tool to the input of a narrative generation tool.


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Citation

Bas in het Veld, Ben Kybartas, Rafael Bidarra, and John-Jules Ch. Meyer, Procedural generation of populations for storytelling, In Proceedings of PCG Workshop, 2015.

BibTex

@inproceedings{bib:veld:2015,
    author       = { Veld, Bas in het and Kybartas, Ben and Bidarra, Rafael and Meyer, John-Jules Ch. },    
    title        = { Procedural generation of populations for storytelling },
    booktitle    = { In Proceedings of PCG Workshop },
    year         = { 2015 },
    url          = { https://publications.graphics.tudelft.nl/papers/380 },
}