Believable Minecraft Settlements by Means of Decentralised Iterative Planning
Arthur van der Staaij, Jelmer Prins, Vincent L. Prins, Julian Poelsma,, Thera Smit, Matthias M\"uller-Brockhausen, Mike Preuss

TL;DR
This paper presents a decentralized, iterative planning method for generating believable Minecraft settlements, winning the 2022 GDMC competition, and demonstrating its potential for creating realistic, organic content in procedural city generation.
Contribution
The paper introduces a novel decentralized iterative planning approach that enhances believability and adaptability in procedural city generation, specifically applied to Minecraft settlements.
Findings
Won the 2022 GDMC competition
Effective in generating organic, believable settlements
Transferable to other procedural content generation tasks
Abstract
Procedural city generation that focuses on believability and adaptability to random terrain is a difficult challenge in the field of Procedural Content Generation (PCG). Dozens of researchers compete for a realistic approach in challenges such as the Generative Settlement Design in Minecraft (GDMC), in which our method has won the 2022 competition. This was achieved through a decentralised, iterative planning process that is transferable to similar generation processes that aims to produce "organic" content procedurally.
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Taxonomy
TopicsGeographic Information Systems Studies · Urban Planning and Valuation · 3D Modeling in Geospatial Applications
