Procedural world generation is often limited to creating worlds devoid of people and any backgrou... more Procedural world generation is often limited to creating worlds devoid of people and any background. Because of this, creating a vibrant, living world is still a problem that requires a skilled designer. In this paper, we present a method that generates a socially connected population in any virtual terrain, using a mixed-initiative simulation of settlements that adapt to the world and to a designer's input. Using this simulation, we develop a number of sample worlds that convey the expressive potential of the approach. We further evaluate ease of use with a user study. As a proof-of-concept, we implement the system to bridge the output of a terrain generation tool to the input of a narrative generation tool.
Procedural world generation is often limited to creating worlds devoid of people and any backgrou... more Procedural world generation is often limited to creating worlds devoid of people and any background. Because of this, creating a vibrant, living world is still a problem that requires a skilled designer. In this paper, we present a method that generates a socially connected population in any virtual terrain, using a mixed-initiative simulation of settlements that adapt to the world and to a designer's input. Using this simulation, we develop a number of sample worlds that convey the expressive potential of the approach. We further evaluate ease of use with a user study. As a proof-of-concept, we implement the system to bridge the output of a terrain generation tool to the input of a narrative generation tool.
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