Procedural Content Generation

Overview

Procedural content generation studies how to create digital content automatically, from playable levels and maps to 3D worlds, characters, materials, and narratives. Approaches include rule- and constraint-based systems, search and evolutionary methods, reinforcement learning, and generative models such as diffusion models and large language models, often combined in agent workflows. These techniques can make content more varied and easier to adapt, while supporting synthetic data and reproducible environments for games, robotics, and agent training. A central challenge is balancing diversity and visual or narrative quality with controllability, playability, structural consistency, and reliable evaluation.

Latest papers

67 papers8 papers in the last four weeks, level with the four weeks before. 0.0% of all new papers.

Mar 23, 2026

A Vision Language Model for Generating Procedural Plant Architecture Representations from Simulated Images

Three-dimensional (3D) procedural plant architecture models have emerged as an important tool for simulation-based studies of plant structure and function, extracting plant architectural parameters from field measurements, and for generating realistic plants in computer graphics. However, measuring the architectural parameters and nested structures for these models at the field scales remains prohibitively labor-intensive. We present a novel algorithm that generates a 3D plant architecture from an image, creating a functional structural plant model that reflects organ-level geometric and topological parameters and provides a more comprehensive representation of the plant's architecture. Instead of using 3D sensors or processing multi-view images with computer vision to obtain the 3D structure of plants, we proposed a method that generates token sequences that encode a procedural definition of plant architecture. This work used only synthetic images for training and testing, with exact architectural parameters known, allowing testing of the hypothesis that organ-level architectural parameters could be extracted from image data using a vision-language model (VLM). A synthetic dataset of cowpea plant images was generated using the Helios 3D plant simulator, with the detailed plant architecture encoded in XML files. We developed a plant architecture tokenizer for the XML file defining plant architecture, converting it into a token sequence that a language model can predict. The model achieved a token F1 score of 0.73 during teacher-forced training. Evaluation of the model was performed through autoregressive generation, achieving a BLEU-4 score of 94.00% and a ROUGE-L score of 0.5182. This led to the conclusion that such plant architecture model generation and parameter extraction were possible from synthetic images; thus, future work will extend the approach to real imagery data.
Mar 18, 2026

DiscoGen: Procedural Generation of Algorithm Discovery Tasks in Machine Learning

Automating the development of machine learning algorithms has the potential to unlock new breakthroughs. However, our ability to improve and evaluate algorithm discovery systems has thus far been limited by existing task suites. They suffer from many issues, such as: poor evaluation methodologies; data contamination; and containing saturated or very similar problems. Here, we introduce DiscoGen, a procedural generator of algorithm discovery tasks for machine learning, such as developing optimisers for reinforcement learning or loss functions for image classification. Motivated by the success of procedural generation in reinforcement learning, DiscoGen spans billions of tasks of varying difficulty and complexity from a range of machine learning fields. These tasks are specified by a small number of configuration parameters and can be used to optimise algorithm discovery agents (ADAs). We present DiscoBench, a fixed, small subset of DiscoGen tasks for principled evaluation of ADAs. Finally, we propose a number of ambitious, impactful research directions enabled by DiscoGen, and demonstrate its use for ADA optimisation through scaling experiments for automated prompt tuning. DiscoGen is released open-source at https://github.com/AlexGoldie/discogen.
Mar 12, 2026

Generation of Maximal Snake Polyominoes Using a Deep Neural Network

Maximal snake polyominoes are difficult to study numerically in large rectangles, as computing them requires the complete enumeration of all snakes for a specific rectangle size, which corresponds to a brute force algorithm. This hinders the study of maximal snakes in larger rectangles. Moreover, most enumerable snakes lie in small rectangles, obscuring large-scale patterns. In this paper, we investigate the contribution of a deep neural network to the generation of maximal snake polyominoes from a data-driven training, where the maximality and adjacency constraints are not encoded explicitly, but learned. To this extent, we experiment with a denoising diffusion model, which we referred as Structured Pixel Space Diffusion (SPS Diffusion). We find that SPS Diffusion generalizes from small rectangles to larger ones, generating valid snakes up to 28x28 squares and producing maximal snake candidates on squares close to the current computational limit. The model is, however, prone to errors such as branching, cycles, or multiple snake components. Overall, the diffusion model is promising and suggests that complex combinatorial objects can be understood by deep neural networks, which is useful in their investigation.
Mar 7, 2026

FabricGen: Microstructure-Aware Woven Fabric Generation

Woven fabric materials are widely used in rendering applications, yet designing realistic examples typically involves multiple stages, requiring expertise in weaving principles and texture authoring. Recent advances have explored diffusion models to streamline this process; however, pre-trained diffusion models often struggle to generate intricate yarn-level details that conform to weaving rules. To address this, we present FabricGen, an end-to-end framework for generating high-quality woven fabric materials from textual descriptions. A key insight of our method is the decomposition of macro-scale textures and micro-scale weaving patterns. To generate macro-scale textures free from microstructures, we fine-tune pre-trained diffusion models on a collected dataset of microstructure-free fabrics. As for micro-scale weaving patterns, we develop an enhanced procedural geometric model capable of synthesizing natural yarn-level geometry with yarn sliding and flyaway fibers. The procedural model is driven by a specialized large language model, WeavingLLM, which is fine-tuned on an annotated dataset of formatted weaving drafts, and prompt-tuned with domain-specific fabric expertise. Through fine-tuning and prompt tuning, WeavingLLM learns to design weaving drafts and fabric parameters from textual prompts, enabling the procedural model to produce diverse weaving patterns that stick to weaving principles. The generated macro-scale texture, along with the micro-scale geometry, can be used for fabric rendering. Consequently, our framework produces materials with significantly richer detail and realism compared to prior generative models.
Feb 21, 2026

High Dimensional Procedural Content Generation

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.
Feb 18, 2026

LETGAMES: An LLM-Powered Gamified Approach to Cognitive Training for Patients with Cognitive Impairment

The application of games as a therapeutic tool for cognitive training is beneficial for patients with cognitive impairments. However, effective game design for individual patient is resource-intensive. To this end, we propose an LLM-powered method, \ours, for automated and personalized therapeutic game design. Inspired by the Dungeons & Dragons, LETGAMES generates an open-world interactive narrative game. It not only generates game scenarios and challenges that target specific cognitive domains, but also employs conversational strategies to offer guidance and companionship. To validate its efficacy, we pioneer a psychology-grounded evaluation protocol LETGAMESEVAL, establishing comprehensive metrics for rehabilitative assessment. Building upon this, our experimental results from both LLM-based assessors and human expert evaluations demonstrate the significant potential of our approach, positioning LETGAMES as a promising solution to the widespread need for more accessible and tailored cognitive training tools. Our code will be open-sourced upon acceptance.
Feb 17, 2026

DAV-GSWT: Diffusion-Active-View Sampling for Data-Efficient Gaussian Splatting Wang Tiles

The emergence of 3D Gaussian Splatting has fundamentally redefined the capabilities of photorealistic neural rendering by enabling high-throughput synthesis of complex environments. While procedural methods like Wang Tiles have recently been integrated to facilitate the generation of expansive landscapes, these systems typically remain constrained by a reliance on densely sampled exemplar reconstructions. We present DAV-GSWT, a data-efficient framework that leverages diffusion priors and active view sampling to synthesize high-fidelity Gaussian Splatting Wang Tiles from minimal input observations. By integrating a hierarchical uncertainty quantification mechanism with generative diffusion models, our approach autonomously identifies the most informative viewpoints while hallucinating missing structural details to ensure seamless tile transitions. Experimental results indicate that our system significantly reduces the required data volume while maintaining the visual integrity and interactive performance necessary for large-scale virtual environments.