Procedural generation of populations for storytelling

Publication date

2016

Authors

in het Veld, B.
Kybartas, B.
Bidarra, R.
Meyer, John-JulesISNI 0000000116521183

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Advisors

Supervisors

DOI

Document Type

Part of book
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Abstract

Procedural world generation is often limited to creating worlds devoid of people and any background. Because of this, creating 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 terrain, using a mixed-initiative simulation of settlements that adapt to the world and to a designer’s input. Using this simulation, we develop a number of sample worlds that convey the expressive potential of the approach. We further evaluate 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.

Keywords

computational storytelling, population generation, procedural content generation

Citation

in het Veld, B, Kybartas, B, Bidarra, R & Meyer, J J C 2016, Procedural generation of populations for storytelling. in Proc. PCG 2015 - Workshop on Procedural Content Generation for Games, co-located with the Tenth International Conference on the Foundations of Digital Games (IKBC15), 2015..