High Dimensional Procedural Content Generation

📅 2026-02-21
📈 Citations: 0
Influential: 0
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🤖 AI Summary
Traditional procedural content generation (PCG) is largely confined to static geometric spaces, struggling to model non-geometric dimensions such as game mechanics, which limits both controllability and expressiveness. This work proposes a high-dimensional procedural content generation (HDPCG) framework that, for the first time, treats non-geometric dimensions—such as level hierarchy and time—as first-class coordinates within a unified joint state space, enabling integrated modeling of geometry and gameplay. The approach follows a general pipeline comprising abstract skeleton generation, controlled instantiation, high-dimensional validation, and multi-metric evaluation, leveraging 4D reachability analysis and time-expanded graphs to capture action semantics and conflict rules. Experiments demonstrate that the method significantly outperforms existing approaches in playability, structural diversity, stylistic consistency, robustness, and efficiency, with Unity-based case studies successfully generating playable levels that meet specified design criteria.

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📝 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.
Problem

Research questions and friction points this paper is trying to address.

Procedural Content Generation
Gameplay Mechanics
High-Dimensional Representation
Level Generation
Non-Geometric Dimensions
Innovation

Methods, ideas, or system contributions that make the work stand out.

High-Dimensional PCG
Direction-Space
Direction-Time
time-expanded graphs
gameplay-aware generation
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Kaijie Xu
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