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Procedural generation may be a solution, generating pedestrians randomly rather than making them by hand as GTA's artists do.
"The idea behind growing the mold was to generate, almost like a procedural generation, micro structures, beyond what my hand would be able to manipulate.
Underground, which takes the Division's action into the New York subway, might be the most hi-tech slab of DLC ever, as it uses procedural generation to ensure every mission you undertake in it is randomly generated and unique.
With procedural generation, these landscapes can pop-up differently each time.
When you start a game, the engine builds a vast landscape via procedural generation, meaning no two worlds are the same.
So procedural generation is great, because people can make a smaller number of super-high-quality pieces rather than 100 million not-such-good-quality pieces.
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A range of generative algorithms have so far been proposed for procedural content generation.
Procedural content generation is the future we never realised we wanted – but it's the one we're increasingly getting.
This is one reason why dozens of developers are experimenting with procedural content generation (PCG), in which the computer is given the parameters for design and then allowed to make pretty much everything itself.
However, such cognitive models have not yet been widely considered for use in procedural content generation for games.
This paper presents a framework for procedural content generation systems that use computational models of creativity as a part of the generative process.
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