Generative Methods (2013)
The primary argument of this paper presented at the PCG in Games Workshop 2013 by Kate Compton, Joseph Osborn, and Michael Mateas is thatĀ āProcedural Content Generationā is a somewhat misleading term. They propose that academic research instead should use the term āGenerative Methodsā to match the way that other fields talk about generative art.Ā
I donāt disagree: the name of the blog doesnāt have ācontentā anywhere near it, and I go out of my way to talk about generative stuff that might not fit whatever strict label of PCG there might be. Donāt limit your vision of what you can use for inputs and outputs. Better art comes through absorbing lots of influences: things from related fields, ideas from nature, inspirations from philosophy. While the exact name doesnāt matter as much from a popular perspective, researchers should be aware of the vocabulary. (And you should use āgenerativeā as a search term too.)Ā
āGenerative Methodsā didnāt quite catch on as a name: the sixth workshop, held this past June, was still called PCG 2015.
More importantly, the paper proposes a model for how generative methods work in general: a set of inputs that feed into a generator, which proposes an artifact. The artifact might be used as-is, evaluated by a critic, or fed into yet another generator as input. This is a useful way to think about generators as you are designing them.
Lastly, the paper has a brief look at generative systems and what they have in common. Some of these things weāve talked about before, but I find the list of issues illuminating: granularity, expressive range, adaptive features, and hard and soft failures probably deserve more discussion.
http://www.fdg2013.org/program/workshops/papers/PCG2013/pcg2013_6.pdf











