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	author          = {Mark Hendrikx and Sebastiaan Meijer and Joeri Van Der Velden and Alexandru Iosup},
	title           = {Procedural content generation for games: A survey},
	journal         = {TOMCCAP},
	year            = {2013},
	volume          = {9},
	number          = {1},
	pages           = {1--24},
	issn            = {1551-6857},
	abstract        = {Hundreds of millions of people play computer games every day. For them, game content{from 3D objects to abstract puzzles{
plays a major entertainment role. Manual labor has so far ensured that the quality and quantity of game content matched the
demands of the playing community, but is facing new scalability challenges due to the exponential growth over the last decade
of both the gamer population and the production costs. Procedural Content Generation for Games (PCG-G) may address
these challenges by automating, or aiding in, game content generation. PCG-G is dicult, since the generator has to create the
content, satisfy constraints imposed by the artist, and return interesting instances for gamers. Despite a large body of research
focusing on PCG-G, particularly over the past decade, ours is the rst comprehensive survey of the eld of PCG-G. We rst
introduce a comprehensive, six-layered taxonomy of game content: bits, space, systems, scenarios, design, and derived. Second,
we survey the methods used across the whole eld of PCG-G from a large research body. Third, we map PCG-G methods
to game content layers; it turns out that many of the methods used to generate game content from one layer can be used to
generate content from another. We also survey the use of methods in practice, that is, in commercial or prototype games. Fourth
and last, we discuss several directions for future research in PCG-G, which we believe deserve close attention in the near future.},
	url             = {},
	project         = {@large},
	topic           = {Social Gaming Systems},
	group           = {PDS}