Abstract
Most games include some form of terrain or landscape (other than a flat floor) and this chapter is about how to effectively create the ground you (or the characters in your game) are standing on. It starts by describing several fast but effective stochastic methods for terrain generation, including the classic and widely used diamond-square and Perlin-noise methods. It then goes into agent-based methods for building more complex landscapes, and search-based methods for generating maps that include particular gameplay elements.
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Shaker, N., Togelius, J., Nelson, M.J. (2016). Fractals, noise and agents with applications to landscapes. In: Procedural Content Generation in Games. Computational Synthesis and Creative Systems. Springer, Cham. https://doi.org/10.1007/978-3-319-42716-4_4
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DOI: https://doi.org/10.1007/978-3-319-42716-4_4
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