Procedural content generation Field of study: Computer Science
Programme code: W4-S2INA19.2021

Module name: Procedural content generation
Module code: W4-INA-S2-20-F-PGT
Programme code: W4-S2INA19.2021
Semester:
  • summer semester 2022/2023
  • winter semester 2022/2023
  • summer semester 2021/2022
Language of instruction: English
Form of verification: course work
ECTS credits: 4
Description:
The module aims at introducing the procedural content generation's basics methods to the students, e.g. levels, music, models, etc. Besides these methods, they will get acquainted with the ways of procedural generators evaluation. During the course, they will also prepare and present projects in pairs in front of the group.
Prerequisites:
(no information given)
Key reading:
* Ashlock, D.: Exploring Representation in Evolutionary Level Design. Morgan & Claypool (2018) * Buck, J.: Mazes for Programmers - Code Your Own Twisty Little Passages. The Pragmatic Programmers, Dallas (2015) * Ebert, D.S., Musgrave, F.K., Peachey, D., Perlin, K., Worley, S.: Texturing & Modeling - A Procedural Approach, 3rd Edition. Morgan Kaufmann, San Francisco (2003) * Green, D.: Procedural Content Generation for C++ Game Development. Packt Publishing, Birmingham (2016) * Shaker, N., Togelius, J., Nelson, M.J.: Procedural Content Generation in Games. Springer, Cham (2016) * Short, T.X., Adams, T.: Procedural Generation in Game Design. CRC Press, Boca Raton (2017) * Various research papers on procedural content generation
Learning outcome of the module Codes of the learning outcomes of the programme to which the learning outcome of the module is related [level of competence: scale 1-5]
The student knows and understands the basic classes of procedural content generation methods such as pseudo-random numbers generators, generative grammars, spatial algorithms, images filtering. [M_001]
K_W02 [1/5] K_W04 [1/5]
The student knows and understands the basic algorithms and data structures used in the procedural content generation such as quadtrees, BSP trees, graph search algorithms, Voronoi diagrams. [M_002]
K_W04 [1/5]
The student knows and understands mathematical notions used in the procedural content generation such as partial derivative, graph, linear and non-linear functions of one and multiple variables, fractal. [M_003]
K_W01 [1/5]
The student can get information about procedural content generation methods from literature, databases and other sources. [M_004]
K_U01 [1/5] K_U07 [1/5]
The student can work individually and in a team. [M_005]
K_U02 [1/5]
The student can prepare and present a presentation on the completion of the project's task. [M_006]
K_U03 [1/5] K_U04 [1/5]
The student can think and act creatively. [M_007]
K_K01 [1/5] K_K03 [1/5]
Type Description Codes of the learning outcomes of the module to which assessment is related
Project [W_001]
The students prepare the project and presentation of the chosen topic connected with procedural content generation.
M_001 M_002 M_003 M_004 M_005 M_006 M_007
Reports [W_002]
The students solve the sets of tasks.
M_001 M_002 M_003 M_005
Form of teaching Student's own work Assessment of the learning outcomes
Type Description (including teaching methods) Number of hours Description Number of hours
lecture [Z_001]
The lectures present the educational content with the use of audiovisual methods
15
The students self-study the lecture topics and recommended literature.
15 Project [W_001]
laboratory classes [Z_002]
The classes thoroughly prepare the students to (1) the use of various content generation methods, for instance, in computer games, (2) the development of alternative approaches. The students solve programming tasks.
30
The students get acquainted with the laboratory classes' subjects and the project's matters, prepare them in teams and perform their projects' presentations.
60 Project [W_001] Reports [W_002]
Attachments
Module description (PDF)
Information concerning module syllabuses might be changed during studies.
Syllabuses (USOSweb)
Semester Module Language of instruction
(no information given)