ABSTRACT
Work on procedural content generation often centers game mechanics and visual/audio aesthetics, whereas the generation of social structures has not received the same attention, despite potentially enabling new forms of gameplay. When the generation of social and/or cultural content is attempted, tensions naturally arise between algorithmic efficiency realism, and representation. A specific algorithm for generating family trees is used as a case study for these issues, with the hope that this can stimulate broader discussion in the community.
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Index Terms
- Efficiency, realism, and representation in generated content: a case study using family tree generation
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