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# Procedural Generation
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Procedural generation (procgen, also PCG -- *procedural content generation* -- not to be confused with [procedural programming](imperative.md)) refers to creation of data, such as [art](art.md) assets in [games](game.md) or test data for data processing software, by using [algorithms](algorithm.md) and mathematical formulas rather than creating it manually or measuring it in the real world (e.g. by taking photographs). This can be used for example for automatic generation of [textures](texture.md), texts, [music](music.md), game levels or 3D models but also practically anything else, e.g. test [databases](database.md), animations or even computer programs. Such data are also called *synthetic*. Procedural art currently doesn't reach artistic qualities of a skilled human artist, but it can be [good enough](good_enough.md) or even necessary (e.g. for creating extremely large worlds), it may be preferred e.g. for its extreme save of storage memory, it can help add detail to human work, be a good filler, a substitute, an addition to or a basis for manually created art. Procedural generation has many advantages such as saving space (instead of large data we only store small code of the algorithm that generates it), saving artist's time (once we have an algorithm we can generate a lot data extremely quickly), parametrization (we can tweak parameters of the algorithm to control the result or create animation, often in real-time), increasing resolution practically to infinity or extending data to more dimensions (e.g. [3D textures](3d_texture.md)). Procedural generation can also be used as a helper and guidance, e.g. an artist may use a procedurally generated game level as a starting point and fine tune it manually, or vice versa, procedural algorithm may create a level by algorithmically assembling manually created building blocks.
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Procedural generation (procgen, also PCG -- *procedural content generation* -- not to be confused with [procedural programming](imperative.md)) refers to creation of data, such as [art](art.md) assets in [games](game.md) or test data for data processing software, by using [algorithms](algorithm.md) and mathematical formulas rather than creating it manually or measuring it in the real world (e.g. by taking photographs). This can be used for example for automatic generation of [textures](texture.md), texts, [music](music.md), game levels or 3D models but also practically anything else, e.g. test [databases](database.md), animations or even computer programs. Such data are also called *synthetic*. Procedural art currently doesn't reach artistic qualities of a skilled human artist, but it can be [good enough](good_enough.md) or even necessary (e.g. for creating extremely large worlds), it may be preferred e.g. for its extreme save of storage memory, it can help add detail to human work, be a good filler, a substitute, an addition to or a basis for manually created art. Procedural generation has many advantages such as saving space (instead of large data we only store small code of the algorithm that generates it), saving artist's time (once we have an algorithm we can generate a lot data extremely quickly), parameterization (we can tweak parameters of the algorithm to control the result or create animation, often in real-time), increasing resolution practically to infinity or extending data to more dimensions (e.g. [3D textures](3d_texture.md)). Procedural generation can also be used as a helper and guidance, e.g. an artist may use a procedurally generated game level as a starting point and fine tune it manually, or vice versa, procedural algorithm may create a level by algorithmically assembling manually created building blocks.
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As neural [AI](ai.md) approaches human level of creativity, we may see computers actually replacing many artists in near future, however it is debatable whether AI generated content should be called procedural generation as AI models are quite different from the traditional hand-made algorithms -- AI art is still seen as a separate approach than procedural generation. For this we'll only be considering the traditional approach from now on.
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## See Also
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- [algorithmic art](algorithmic_art.md)
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- [algorithmic art](algorithmic_art.md)
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