High Dimensional Procedural Content Generation
Organizations: McGill University Montreal, Quebec, Canada
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 of abstract skeleton generation, controlled grounding, high-dimensional validation, and multi-metric evaluation. Large-scale experiments across diverse settings validate the integrity of our problem formulation and the effectiveness of our methods on playability, structure, style, robustness, and efficiency. Beyond quantitative results, Unity-based case studies recreate playable scenarios that accord with our metrics. We hope HDPCG encourages a shift in PCG toward general representations and the generation of gameplay-relevant dimensions beyond geometry, paving the way for controllable, verifiable, and extensible level generation.
Figures & tables
| Scale | Grid | Seeds | GA (pop gens) | Targets | Sweep | Validation settings | |||
|---|---|---|---|---|---|---|---|---|---|
| Small | 10 | 1 | band, , ; ARR- ; stab: pairs , | ||||||
| Medium | 15 | 1 | band, , ; ARR- ; stab: pairs , | ||||||
| Large | 30 | 2 | (no full sweep) | global, , ; ARR- ; stab: pairs , |
| Scale | Grid & Horizon | Seeds | GA (pop gens) | Plats/Obs | Min spans (P/O) | Sweep | Options |
|---|---|---|---|---|---|---|---|
| Small | allow-ride, TTC on | ||||||
| Medium | allow-ride, TTC on | ||||||
| Large | allow-ride, TTC on |
| S | M | L | ||||
|---|---|---|---|---|---|---|
| Method | Den. | Sp. | Den. | Sp. | Den. | Sp. |
| PF-A* | 2.247 | 0.002 | 2.078 | 0.000 | 1.343 | 0.000 |
| NP-A* | 2.217 | 0.091 | 1.366 | 0.093 | 2.554 | 0.097 |
| NNB | 9.410 | 0.288 | 8.738 | 0.284 | 10.978 | 0.326 |
| Method (mode) | S | M | L |
|---|---|---|---|
| PF-A* (single) | |||
| NP-A* (single) | |||
| NNB (single) | |||
| PF-A* (GA) | |||
| NP-A* (GA) | |||
| NNB (GA) |
Appendix figures & tables11 assets
Supplementary material from the paper’s appendix.
Appendix
| Scale | Mode | Comparison | Cliff’s (mag.) | |
|---|---|---|---|---|
| S | Single | Static vs. TEG-A* | ( large ) | |
| S | Single | TEG-A* vs. TEG-DP | ( small ) | |
| S | GA | Static vs. TEG-A* | ( large ) | |
| S | GA | TEG-A* vs. TEG-DP | ( large ) | |
| M | Single | Static vs. TEG-A* | ( large ) | |
| M | Single | TEG-A* vs. TEG-DP | ( small ) |
| Scale | Method | Mode | Runtime (s) | Score | ||
|---|---|---|---|---|---|---|
| S | Static Backbone | Single | 0.19 | 0.17 | 8.22 | 2.65 |
| S | Static Backbone | GA | 34.39 | 5.75 | 13.56 | 1.68 |
| S | TEG-A* | Single | 0.17 | 0.22 | 9.19 | 6.09 |
| S | TEG-A* | GA | 15.79 | 2.39 | 22.27 | 2.42 |
| S | TEG-DP | Single | 1.62 | 0.16 | 9.19 | 7.32 |
| S | TEG-DP | GA | 159.23 | 14.77 | 26.10 | 9.31 |
Procedural Content Generation
Procedural content generation creates game levels, 3D worlds, assets, stories, and simulation environments through algorithms and learned models.
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