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# Procedural Generation
Procedural generation (procgen, 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.
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.
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.
@ -23,16 +23,18 @@ We use procedural generation mainly in two ways:
Indeed we may also do something "in between", e.g. generate procedural assets into temporary files or RAM [caches](cache.md) at run time and depending on the situation, for example when purely realtime generation of such assets would be too slow.
## Notable Techniques
## Notable Techniques/Concepts
The following are some techniques often used in procedural generation:
The following are some techniques and concepts often used in procedural generation:
- **[noise](noise.md)**: Noise is often used as a basis for generation or for modulation, it can be seen as kind of "RNG taken to the next level" -- noise is greatly random but also usually has some structure, for example it may resemble smoke or water ripples. There are great many types of noise and algorithms for its generation; the simplest [white noise](white_noise.md) is actually not very useful, more common are various forms of fractal noise, often used noises are [Perlin noise](perlin_noise.md), [simplex noise](simplex_noise.md) etc., other ones are [Voronoi](voronoi.md) diagrams, midpoint displacement, spot noise, cosine noise, fault formation etcetc.
- **[random number generators](rng.md)**: To make random decisions we use random number generators -- here we actually don't have to have the best generators, we aren't dealing with "security" or anything critical, however the generator should at least have a great period so that it's not limited to just generating few different results, and its useful to be able to choose [probability distribution](probability_distribution.md).
- **[modulation](modulation.md)**: Using previously generated procedural data, for example noise, to somehow affect another data -- for example imagine we already have some basic procedural texture but want to make it more interesting by randomly displacing its individual pixels to warp it a little bit. If we use a simple random number generator for each pixel, the result will just look too chaotic, so it's better if we e.g. use two additional Perlin noise textures, which together say for each pixel by what distance and angle we'll displace the pixel. As Perlin noise is more continuous, gradual noise, then also the distortion will be kind of continuous and nice.
- **simulations resembling natural/biological phenomena**: E.g. [cellular automata](cellular_automaton.md), [particle systems](particle_system.md), ...
- **[modulation](modulation.md)**: Using previously generated procedural data, for example noise, to somehow affect another data -- for example imagine we already have some basic procedural texture but want to make it more interesting by randomly displacing its individual pixels to warp it a little bit. If we use a simple random number generator for each pixel, the result will just look too chaotic, so it's better if we e.g. use two additional Perlin noise textures, which together say for each pixel by what distance and angle we'll displace the pixel. As Perlin noise is more continuous, gradual noise, then also the distortion will be kind of continuous and nice. A famous example of this is marble texture that can be generated by horizontally modulating a texture of vertical black and white stripes with Perlin noise.
- **simulations resembling natural/biological phenomena**: E.g. [cellular automata](cellular_automaton.md), [particle systems](particle_system.md), erosion simulation, [agent systems](agent_system.md) (letting virtual "workers" collaborate on creating something) ...
- **[fractals](fractal.md)**: Fractals can resemble nature, they create "content" on all scales and are very simple to define. Popular types of fractals are e.g. [L-systems](l_system.md) that draw fractals with [turtle graphics](turtle_graphics.md).
- **coloring**: To get colors from simple numeric values we may use e.g. color mapping of the values to some [palette](palette.md) or using three different arrays as [RGB](rgb.md) channels. We may also use [flood fill](flood_fill.md) and other things of course.
- **[state search](state_search.md)**: This is an approach similar to e.g. how computers play games such as [chess](chess.md). Imagine we for example want to generate a procedural city: any constructed city represents a state and these states are connected (e.g. one state leads to another by placing a building somewhere), forming a [graph](graph.md) (sometimes even a [tree](tree.md)) of states: the state space. The idea is to create an evaluation function that takes any given state (any specific city) and says how "good" it is (e.g. how realistic it looks, i.e. for example there shouldn't be more hospitals than actual houses of people, buildings should be reachable by roads etc.); then we also implement a search function (e.g. [minimax](minimax.md), [monte carlo](monte_carlo.md), ...) that uses the evaluation function to search for some good enough state we take as the result. [Evolutionary](evolutionary.md) search is often used here.
- **constructive approach**: The "obvious" approach, an algorithm that simply constructs something according to some rules from start to finish, without performing advanced things like evaluating the quality of the generated output, letting different outputs compete, combining several different outputs etc. Example may be for example [recursive](recursion.md) [space partitioning](space_partitioning.md) for the creation of game dungeons.
- **wave function collapse**: Analogy to quantum mechanics, often used for generating tile maps.
- **combining intermediate results**: For example when creating procedural textures we may actually create two separate textures and then somehow [blend](blending.md) them together to get a more interesting result.
- **wrap-around coordinates**: Wrap around (modular) coordinates help us make tiling data.
@ -40,6 +42,7 @@ The following are some techniques often used in procedural generation:
- **higher [dimensionality](dimension.md)**: Equations used for procedural generation are often generalized to higher dimensions so that we can for example create smooth animation by taking the extra dimension as time.
- **[filters](filter.md)**: We may utilize traditional graphic filters such as Gaussian blur, [median](median.md) blur, general [convolution](convolution.md), color adjustments etc.
- **[stochastic](stochastic.md) models**: Stochastic mathematical models describe the generated result in terms of probabilities, which is convenient for us as we can take the model and just use random number generators to make decisions with given probabilities to obtain a specific result. For example [Markov chains](markov_chain.md) can be used to easily generate random procedural text by knowing probabilities with which any word is followed by another word, this may also be used to generate linear game levels etc. Similarly we may utilize various non-[deterministic](determinism.md) finite state automata, [decision trees](decision_tree.md) etc.
- **constraint solving**: Many times the problem of procedural generation can be described as a constraint solving problem, i.e. we have a set of constraints such as "we want 10 to 20 rooms" and "each room must be reachable from other rooms" and then we want to find a solution that just satisfies the constraints (without somehow rating how good the solution is). The advantage of formulating the problem this way is that there exist a number of algorithms for solving such problems, e.g. [ASP](asp.md), some heuristic searches etc.
- ...
## Examples
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}
```
Now let's take a look at some iterative algorithm: an extremely simple dungeon generator. All it's going to do is just randomly choose a cardinal direction (up, right, down, left), draw a line of random length, and repeat the same from the line's endpoint, until predefined number of lines has been drawn. Here is the C code:
Now let's take a look at some iterative algorithm: an extremely simple dungeon generator. This is so called *constructive* algorithm, a simple kind of method that simply "constructs" something according to given rules, without evaluating how good it's work actually is etc. All it's going to do is just randomly choose a cardinal direction (up, right, down, left), draw a line of random length, and repeat the same from the line's endpoint, until predefined number of lines has been drawn (a kind of [random walk](random_walk.md)). Here is the C code:
```
#include <stdio.h>