logoalt Hacker News

ralusektoday at 1:59 PM2 repliesview on HN

One of the most interesting talks on the math behind procedural generation:

https://www.youtube.com/watch?v=C9RyEiEzMiU

That presentation was foundational for me personally wrt quite a few things.


Replies

21asdffdsa12today at 2:24 PM

If you add civilizations and intelligence to procedural generation- you get really fast into foundation prime radiant territory- where you generalize from huts to radioactive ruins or substrate (matrices) - the rise and fall of civilization from first principles. To put that into deterministic math- is fascinating - but then to add the players input and have the fate diverge..

As in deterministic circumstances + a historic noise + a formula for civilizational fungi.

Basically a recursive scenario-tree- with branches for capabilities- and regressions as loops to previous iterrations. The noise function is the index and the dice - and the tree modifies its branches depending on the iterration. You gain a panopticon- your chance of accidental nuclear war wither- the loop back to savagery reduces in likelihood. And so on and so forth.

Retrictoday at 2:16 PM

The issue with procedural generation isn’t how to do it, the issue is how to keep it from being boring.

show 2 replies