High Dimensional Procedural Content Generation
Kaijie Xu, Clark Verbrugge

TL;DR
This paper introduces High-Dimensional Procedural Content Generation (HDPCG), a framework that incorporates non-geometric gameplay dimensions into level generation, enhancing controllability and expressivity in game design.
Contribution
The paper formalizes HDPCG, presenting algorithms for augmenting geometry with gameplay dimensions like space and time, validated through large-scale experiments and Unity case studies.
Findings
Validated effectiveness on playability and style metrics
Demonstrated reachability in 4D space with Direction-Space
Captured action semantics with Direction-Time
Abstract
Procedural content generation (PCG) has made substantial progress in shaping static 2D/3D geometry, while most methods treat gameplay mechanics as auxiliary and optimize only over space. We argue that this limits controllability and expressivity, and formally introduce High-Dimensional PCG (HDPCG): a framework that elevates non-geometric gameplay dimensions to first-class coordinates of a joint state space. We instantiate HDPCG along two concrete directions. Direction-Space augments geometry with a discrete layer dimension and validates reachability in 4D (x,y,z,l), enabling unified treatment of 2.5D/3.5D mechanics such as gravity inversion and parallel-world switching. Direction-Time augments geometry with temporal dynamics via time-expanded graphs, capturing action semantics and conflict rules. For each direction, we present three general, practicable algorithms with a shared pipeline…
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Taxonomy
TopicsArtificial Intelligence in Games · Human Motion and Animation · 3D Shape Modeling and Analysis
