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by robot_jesus 26 days ago
By and large I agree, but it doesn’t need to be either/or.

Many of the most popular games in the past decade are procedurally generated and have nothing “intentionally” placed (apart from tuning/tweaking the balance of the seeding algorithms).

4 comments

> have nothing “intentionally” placed (apart from tuning/tweaking the balance of the seeding algorithms).

I think you underestimate the intentionality that goes into developing procedural generation. Something like Dwarf Fortress isn't "place objects randomly" - it is layers upon layers of carefully crafted systems that build upon each other to produce specific patterns of outcome

By calling it out in my comment, I was trying to not underestimate it.

I guess what I'm saying is: Couldn't a world model with targeted training and thoughtfully tuned system prompts be directionally similar to the layered systems to produce specific patterns of outcome?

Right, and I wondered how these world models might be use in a careful way (just as agents can be used carefully to accelerate work).

Are video game developers using these systems in their workflows? Would love to learn more!

I've had good luck with using LLMs to create procedural content engines for my game prototypes. So the distinction between AI and procedural might get even blurrier.
Which game would that be apart from Minecraft?
Dwarf fortress, no man's sky, elite dangerous, ...

The combination of "many", "most popular", and "nothing" is overstating it by a wide margin but for example the majority of the vegetation in games as far back as oblivion was procedurally placed.

Battlefield 2 had procedural trees and terrain the year before. I think it more or less came with open world maps?
No Man's Sky, Terraria, Dead Cells, to name a few.
Dead Cells just arranges a few pre-designed rooms together for each stage, doesn't it?
If it does do that, it doesn't feel that way. I never found it particularly repetitive.
To be clear, "a few" qualified the chosen rooms that get procedurally connected for each stage. I'm confident the pools of premade rooms are rather large, although I certainly noticed some repetition back when I played.
A recent example is Megabonk, a rouge-like with procedural levels. Each run is unique but the levels have a consistent theme.