<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A.T.L.A.S.: Automatic Terrain and Labels Assembling So ware</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Alessandro De Francesco Laura Anna Ripamonti Davide Gadia Dario Maggiorini Department of Computer Science, Università degli Studi di Milano Milan</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Procedural Content Generation</institution>
          ,
          <addr-line>Imaginary Worlds, Video Games, Story Driven, Game Story, Game Writing</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>The interactivity and the decision making processes typical of a video game have a strong in uence on how the story of the game should be told, but also on how the imaginary world of the game, where the story takes place, should be structured. As a consequence, there is a growing interest in the development of tools able to couple well with the increasing demanding peculiarities of “game writing” and “world building” activities, especially when game or level designers are called to do also the work of a writer. In this paper, we present A.T.L.A.S. (Automatic Terrain and Labels Assembling Software), a tool aimed at the automatic creation of complex imaginary worlds for video games, based on Procedural Content Generation techniques, but characterized also by a story-driven approach.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>CCS CONCEPTS</title>
      <p>• Human-centered computing; • Computing
methodologies → Computer graphics; • Software and its
engineering → Virtual worlds software; Interactive games;</p>
    </sec>
    <sec id="sec-2">
      <title>1 INTRODUCTION</title>
      <p>
        Video games are peculiar and intrinsically multidisciplinary
artifacts, requiring transversal expertise and characterized
by an active involvement of their audience. In the
development process, the collaboration among multidisciplinary
teams is crucial, and it requires speci c solutions and
approaches [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. A critical stage is often the creation and de
nition of the story of the game. The characteristics, size and
intensity of the story in a video game can vary in a
relevant way across di erent game genres: e.g., it can be very
limited in a puzzle game, while it can assume an
overwhelming importance in adventure games [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ], in which the game
progression is strongly linked to the story evolution. Except
for the big companies, which can have in their sta
professionals devoted to the interactive stories creation (the game
writers), small independent studios are forced in many cases
to ask game or level designers to write stories for their video
games. Unfortunately, game writing requires a di erent set
of skills than game design. Actually, a game always includes
some elements of interactivity and a certain number of
decision making processes: both of them have a strong in uence
on how the story should be told, but also on how the “game
world” should be structured [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. This is particularly true
in games whose success is deeply rooted into strong and
ongoing social interaction among players, such as MMOGs
(Massively Multiplayer Online Games) and MOBAs
(Multiplayer Online Battle Arena). In these game genres, the
development process is more focused in the design of the world
than on storytelling, since the “story” development is
heavily a ected by the emerging narrative derived from the
social interaction among players [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. Therefore, video games
developers seek solutions and tools able to support their
everyday work and to couple well with the increasing
demanding peculiarities of “game writing” and “world building”
activities (see e.g., [
        <xref ref-type="bibr" rid="ref23 ref25 ref5">5, 23, 25</xref>
        ]), especially when game or level
designers are called to do also the work of a writer.
      </p>
      <p>In this paper, we present A.T.L.A.S. (Automatic Terrain and
Labels Assembling Software), a tool for the automatic
generation of imaginary worlds for video games. A.T.L.A.S.
combines state-of-the-art techniques from the Procedural
Content Generation (PCG) eld, with a story-driven approach:
indeed, the tool has been designed in order to consider
speci c elements, created in the game writing stage, in the
automatic generation of the virtual environments.</p>
      <p>The paper is organized as follows: in Sec. 2 we present
an overview of procedural techniques for the generation
of imaginary worlds, while in Sec. 3 we present the
proposed tool. In Sec. 4 we present the result of an evaluation
of A.T.L.A.S. and nally, in Sec. 5 we draw conclusions and
discuss major future developments.
2</p>
    </sec>
    <sec id="sec-3">
      <title>RELATED WORK</title>
      <p>
        Procedural Content Generation (PCG) [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] is an approach
with a long and established history. In the Computer
Graphics (CG) eld, there is a relevant literature on the use of PCG
for the creation of complex models like buildings [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], cities
[
        <xref ref-type="bibr" rid="ref16 ref20">16, 20</xref>
        ], and materials [
        <xref ref-type="bibr" rid="ref3 ref6">3, 6</xref>
        ]. In the development of video
games, several works have shown the potentialities of PCG
for the automatic creation of game levels [
        <xref ref-type="bibr" rid="ref12 ref14 ref19">12, 14, 19</xref>
        ], and for
the generation of characters with di erent features [
        <xref ref-type="bibr" rid="ref10 ref15">10, 15</xref>
        ].
      </p>
      <p>Regarding the automatic or semi-automatic creation of
imaginary worlds for games, a certain number of dedicated
softwares have been proposed. These softwares di er mainly
in the PCG techniques used to generate the imaginary worlds,
in the level of parameterization and additional editing
provided to the designer, and in the nature of the generated
maps (only some of them produces assets which can be
imported into the most di used game engines). Anyway, to
the best of our knowledge, none of them o ers any form of
integration with tools for story-writing.</p>
      <p>
        Fractal Terrain [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] uses fractal functions to generate
ctional worlds. The procedural generation can be
personalized by setting the values of a quite noticeable number of
parameters (such as the climate, relative percentages of ocean
and land, etc.). Moreover, the world can be modi ed after its
generation (e.g., to adjust temperatures, mountains heights).
However, it produces only a 2D map, which cannot be
personalized by adding tags to identify speci c locations (e.g.,
cities and villages names). World Creator [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ] exploits the
GPU to procedurally generate 3D worlds in real-time. The
world can be personalized using a huge number of
parameters, it can be edited and exported as an asset, ensuring
its portability into the majority of 3D game engines and
3D modeling applications. Anyway, it has a steep learning
curve, and it does not allow to add tags to locations. World
Machine [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ] has a more user-friendly interface, it is based
on visual-scripting and it allows to procedurally generate
3D worlds, which can be exported as height-maps or meshes.
Again, it is not possible to add tags. Terra Incognita [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ] is
based on a web site that o ers the possibility to generate a
2D map using fractal functions. The interface is very easy,
but no customization of the world is allowed, the map is
only 2D and it is impossible to add any tag. Fantasy World
Generator [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] is very similar to Terra Incognita, but it uses
procedural generation instead of fractals. It supports tags,
but they are placed automatically, with no possibility to edit
them. Fantasy Maps [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] is an open-source application with
a web-based interface. It procedurally generates 2D fantasy
world in the Tolkienian fashion. The map can be
personalized thorough a very limited number of parameters, but
cities and villages are automatically added to the map,
basing on a grammar consistent throughout the whole map.
However, it is impossible to modify the map, once it has
been generated, or to add manually other tags. In
commercial video games, Civilization VI [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] presents a tool for the
automatic generation of game maps. It has a limited amount
of parameters, and the generated map is usable only inside
the game. Cities and locations are automatically placed in
the generated world, with no personalization allowed by the
user.
3
      </p>
    </sec>
    <sec id="sec-4">
      <title>A.T.L.A.S. FUNCTIONALITIES</title>
      <p>To design and implement A.T.L.A.S., we have started from
the analysis of the state of the art presented in Sec. 2. Since
applications for imaginary world generation are quite
diffused and their basic design principles are quite well
established, the intriguing implications from the research
perspective are more related to the de nition of a set of
features able to guide our design in developing a process and
a tool able to: (i) o er an e ective and exible help both to
game designers and to game writers, (ii) overcome the limits
intrinsic in existing similar products, and (iii) smoothly
integrate the “world building” activity with the output of the
“game writing” stage. Hence, we focused on how we could
improve the existing approaches and tools.</p>
      <p>As a rst step, we decided to focus our attention on the
design of fantasy worlds, mainly for the following reasons:
they are the most di used setting in the panorama of
storybased games, and they are easily generalizable to other
settings; e.g., by choosing the appropriate value for certain
generation parameters (like the relative quantities of water and
land), they can be easily moulded into representing other
settings (e.g., alien planets).</p>
      <p>
        As any game designer or game writer could easily testify,
to make an imaginary world “credible” and convincing for
the player, it must be “consistent”, in the sense that no aspect
in it should be perceived as “out-of-place” [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Then, we have
decided to use the consistency of the world as our guiding
light in the design process of A.T.L.A.S.. In particular, we
have rooted our generative approach into an approximated
simulation of the physical phenomena at the basis of the
evolution of our planet: we have selected a set of elements
impacting on the con guration of the land which is su ciently
e ective to generate convincing landscapes and maps for
games. Our approach is top-down: it moves from the
general (i.e., the generation of the Earth’s crust) to the
particular (roads, villages, speci c buildings). Also, we have split
our generation process into two subsequent phases: the rst
phase aims at creating the orography of the environment,
basing on elements of physical geography (plate tectonics,
rainfall and moisture maps, hydrology, etc.), while the
second phase, basing on political geography principles, adds
inhabited areas to the map (i.e., cities, villages, roads, etc.). In
this second phase, elements from the story writing process
can be used as input to A.T.L.A.S.. In particular, we have
developed A.T.L.A.S. in order to be also used in conjunction
with GHOST, a tool [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] aimed at interactively helping the
game and level designers to produce a solid narrative
structure for stories, plots and tales to include in games. Figure 1
summarizes the whole generation process, showing the two
interconnected phases. To make A.T.L.A.S. easy to integrate
in a game development pipeline, we have decided to
implement it using the Unity3D game engine.
      </p>
    </sec>
    <sec id="sec-5">
      <title>A.T.L.A.S. physical map</title>
      <p>As shown in Fig. 1, the generation of the physical map has a
modular structure: each step in the generation of the
orography is a ected by a di erent subset of parameters, and is
based on its own generation technique. This approach
simpli es the overall generation process, at the same time
guaranteeing an outcome highly “credible”. Moreover, it allows
the maximum freedom to the designer in customizing every
aspect of the world. Fig. 2(a) shows the GUI of the proposed
tool, with the possible parameters for the generation of the
physical map.</p>
      <p>
        Grid creation. The rst step is the generation of the
polygonal mesh of the world. The user can set the dimension of
the map, and its density (i.e., the overall number of
triangles). The mesh is created by applying Voronoi tessellation
on a set of random generated points on the map, and then
considering Delaunay triangulation on the generated
tessellation [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. This approach produces irregular cells, thus
improving the “credibility” of the terrain once the produced
land is rendered. Moreover, Delaunay triangulation provides
an adequate navigation graph useful to support the path
nding algorithms [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] often used in video games.
      </p>
      <p>Ocean and land creation. A.T.L.A.S. then subdivides the
generated world in a random number of submeshes (i.e., the
tectonic plates). Each tectonic plate can be labelled “land” or
“ocean”; the number and dimension of the oceans are
determined on the basis of speci c parameters set by the user.
Plate tectonics simulation. Once all the plates are in place,
A.T.L.A.S. simulates tectonics e ects: for each plate it is
assigned a force, whose direction and magnitude a ects the
interaction of the plate with its neighbouring ones. The forces
magnitude could be modi ed by the choices of the user (e.g.,
if she has set a high value for the number of mountains,
plates will collide with a stronger impact). According to the
type of interaction at the borders of two plates, we can have
constructive (a depression is produced), destructive (a high
ground appears) or conservative (a small rise will be
generated) margins. The e ect on the surface are milder for
oceanic plates. The nal e ect of this simulation produces a
map that is perceived as realistic, since it mimics the natural
phenomena a ecting the surface of our planet.</p>
      <p>
        Mountain elevation computation. Once the high grounds and
the depressions have been appropriately distributed on the
grid, the elevation of each single cell is calculated by means
of a distribution based on Perlin-noise [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. The nal height
of each cell is obtained by adjusting it to that of its
neighbours, in order to avoid unnatural e ects due to excessive
displacements.
      </p>
      <p>Volcanoes generation. The following step is the creation of
volcanoes (if any): one or more random mountains near a
destructive margin are turned into volcanoes.</p>
      <p>Rainfalls simulation, rivers and lakes generation. Basing on
the climate set by the user and on the orography, a moisture
map is created with a random distribution and magnitude,
using again Perlin Noise. The rainfall distribution is used
both to place lakes (they are randomly scattered throughout
(a)
(b)
the map, but they appear more frequently in areas with a
lot of rainfall and moisture, avoiding very high mountains)
and to de ne the elevated areas adapt to place the springs
of rivers. Both the number of rivers and lakes is a ected by
the parameters set by the user.</p>
      <p>
        Biomes assignment. The last step assigns biomes to areas.
We use a simpli ed version of the Whittaker diagram [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ],
where temperature is inversely proportional to the
elevation, and moisture is directly proportional to rainfalls and
proximity to water sources.
      </p>
    </sec>
    <sec id="sec-6">
      <title>A.T.L.A.S. political map</title>
      <p>During the second phase (Fig. 1), elements like cities,
villages and roads are distributed on the map according to the
parameters set by the user and the orography of the
territory, generated in the rst phase.</p>
      <p>
        Influence maps generation. To simplify the positioning of
places we have adopted an approach based on in uence
mapping. In uence maps are gray level images representing in
each point the e ect of a certain parameter or value on the
neighborhood. They have been proposed in PCG techniques
aimed at the automatic generation of large cities [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], but
they are also applied in the development of real-time
strategy video games [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. This approach can be customized to
label points in maps according to speci c perspectives: for
example, we could represent how the existence of a river
in uences the fertility of a region. In particular, A.T.L.A.S.
produces in uence maps to track the impact of: rivers, lakes,
oceans, elds, volcanoes, mountains, forests, elevation,
population. For example, the last variable helps in deciding where
to place cities, by keeping track of the areas more favourable
to the ourishing of a population. Fig.3 shows an in uence
map of the impact of heights (lighter areas are the highest).
Pre-defined points of interest placement. Once the in uence
maps have been de ned, it is possible to decide the most
appropriate location for points of interests like e.g., cities,
castles, forests. In the rst step related to the placements
of points of interests, we have designed A.T.L.A.S. in order
to be part of a larger ecosystem of tools aimed at the
creation of contents for story-driven video games. To this aim,
a certain number of locations can be imported directly from
those present in a structure for a story produced by GHOST
[
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], a tool for the interactive production of a solid
narrative structure for stories to include in games. We have
dened positioning rules for each element that could be
generated by GHOST: for example, a city is placed randomly in
the map, but with highest probability near lakes, rivers, sea,
mountains and elds; a forest is placed in an area with an
adequate biome. The rules take into consideration also the
inuence maps: for example, the probability in the placement
of a city is lowered for already densely populated areas in
the in uence map.
      </p>
      <p>
        Custom places placement. A.T.L.A.S. allows also the
generation of places directly de ned by the user. On the basis of
the data in the in uence maps, and of the constraints set
by the user, the tool determines the most appropriate
position inside the map. For example, it is possible to force the
spawning of a certain location in a position characterized
either by a combination of a prede ned biome, height,
population density, humidity, presence of a river/road, etc.
Roads generation. To generate a convincing road network,
we have emulated the principles adopted in the European
Middle Age to create roads: at that time, carriageable roads
were generally used only to connect large enough cities.
Thus, in A.T.L.A.S., for each couple of relevant places (e.g.,
cities) the traveling distance is calculated: if it exceeds a
prede ned threshold, no road will appear. If a road can exist,
the A* algorithm [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] is applied to determine the best path
to move from the rst to the second place. The algorithm
avoids unwalkable tiles (such as: water ooded areas, high
mountains, etc.). Once the best path has been found, a road
is built, whose width is directly proportional to the product
of the population of the two locations and inversely
proportional to their distance.
      </p>
      <p>In Fig. 2(b), it is shown an example of generated
imaginary world by A.T.L.A.S..
4</p>
    </sec>
    <sec id="sec-7">
      <title>A.T.L.A.S. EVALUATION</title>
      <p>A.T.L.A.S., in its prototypal version, has been tested with
real users, in order to evaluate its e ectiveness in the
support to the imaginary world creation process. We have asked
to a group of testers to download the tool and its
documentation, and to try to use it to create several imaginary worlds.
We have then asked them to answer to a questionnaire,
composed of four sections, aimed at collecting respectively:
demographic data, opinions on the user experience, on the
functionalities of A.T.L.A.S., and suggestions and critics.</p>
      <p>We have enrolled 29 testers (38% females, 62% males,
between 21 and 45 years old, with average age 25 years). Most
of the subjects were master students in Computer Science,
all of them specializing in video game design and
development (37.9%). Another 24.1% of the testers were working in
video game eld at the time of the test. 79.3% of the subjects
reported to play often to fantasy video games, and 51.7% of
them agreed or strongly agreed that coherence between the
map in a fantasy video game and the real word is an
important factor. More than the half of the testers (51.7%) have
tried in the past to create a map for a fantasy game: 35.7%
of them has reached the goal in less than 3 hours, while a
relevant percentage (21.4%) has spent more than 12 hours
on the task.</p>
      <p>In Fig. 4 we have resumed the outcomes of the questions
on the user experience and the functionalities of A.T.L.A.S..</p>
      <p>Regarding usability (Fig. 4(a) and 4(b)), the clear
majority of testers gave us a positive feedback on A.T.L.A.S.. The
generated maps seemed to be highly appreciated, in both
the physical and political aspects (Fig 4(d), 4(e) and 4(f)).
Regarding the parameters available in A.T.L.A.S., the
feedback was again positive (Fig. 4(c)), even if, in the suggestion
section of the questionnaire, some users have reported that
they would have preferred a ner control on the generation
of places like cities or dungeons.
5</p>
    </sec>
    <sec id="sec-8">
      <title>CONCLUSION AND FUTURE WORK</title>
      <p>In this paper, we have presented A.T.L.A.S., a tool for the
automatic generation of imaginary worlds for fantasy video
games. We have based the procedural generation of the
imaginary world on an approximated simulation of the physical
phenomena at the basis of the evolution of our planet,
starting from the placement of physical elements like mountains,
oceans, etc., and then adding inhabited areas to the map. In
this stage, the tool has been designed in order to consider
speci c places created using tools to interactively help the
production of narrative structures for stories to include in
games.</p>
      <p>The feedbacks we have collected from the rst tests with
users are encouraging. Future developments will consider
the introduction of a higher number of parameters aimed at
a ner tuning of the generated world and of complex places
like cities or dungeons, the introduction of a scripting
language for a better control on the placement of pre-de ned
points of interest generated by GHOST (or by other tools for
game writing), and the development of a nal phase aimed
at further checking the imaginary world consistency.</p>
      <p>cult to use?
(b) Is A.T.L.A.S. GUI easy to understand?
(c) Are the parameters su</p>
      <p>cient to tune the generated map?
(d) Are the generated maps adequate for a fantasy game?
(e) Are you satis ed by the physical geography (placement of
mountains, oceans, etc.) of the generated map?
(f ) Are you satis ed by the political geography (placement of
cities, villages, etc.) of the generated map?</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <surname>Barbara</surname>
            <given-names>R.</given-names>
          </string-name>
          <string-name>
            <surname>Barricelli</surname>
            ,
            <given-names>Li</given-names>
          </string-name>
          <string-name>
            <surname>Zhu</surname>
            , and
            <given-names>Claudia</given-names>
          </string-name>
          <string-name>
            <surname>Iacob</surname>
          </string-name>
          .
          <year>2011</year>
          .
          <article-title>A Meta-Design Model for Creative Distributed Collaborative Design</article-title>
          .
          <source>Int. J. Distrib. Syst. Technol. 2</source>
          ,
          <issue>4</issue>
          (
          <year>2011</year>
          ),
          <fpage>1</fpage>
          -
          <lpage>16</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          [2]
          <string-name>
            <given-names>Richard</given-names>
            <surname>Bartle</surname>
          </string-name>
          .
          <year>2003</year>
          .
          <article-title>Designing Virtual Worlds</article-title>
          . New Riders Games.
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          [3]
          <string-name>
            <given-names>Alessio</given-names>
            <surname>Bernardi</surname>
          </string-name>
          , Davide Gadia, Dario Maggiorini, and Laura Anna Ripamonti.
          <year>2019</year>
          .
          <article-title>Using a Genetic Algorithm for the procedural generation of layered materials for real-time rendering</article-title>
          .
          <source>In Proceedings of GAME-ON 2019 Conference.</source>
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          [4]
          <string-name>
            <surname>Civilization</surname>
            <given-names>VI.</given-names>
          </string-name>
          <year>2019</year>
          . https://civilization.com/.
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          [5]
          <string-name>
            <given-names>Mary</given-names>
            <surname>DeMarle</surname>
          </string-name>
          .
          <year>2007</year>
          .
          <article-title>Nonlinear Game Narrative</article-title>
          . Charles River Media.
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          [6]
          <string-name>
            <surname>David</surname>
            <given-names>S.</given-names>
          </string-name>
          <string-name>
            <surname>Ebert</surname>
            ,
            <given-names>F.</given-names>
          </string-name>
          <string-name>
            <surname>Kenton</surname>
            <given-names>Musgrave</given-names>
          </string-name>
          , Darwyn Peachey, Ken Perlin, and
          <string-name>
            <given-names>Steve</given-names>
            <surname>Worley</surname>
          </string-name>
          .
          <year>2003</year>
          . Texturing &amp;
          <article-title>Modeling: a procedural approach</article-title>
          . Morgan Kaufmann.
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          [7]
          <string-name>
            <surname>Fantasy</surname>
            <given-names>maps.</given-names>
          </string-name>
          <year>2019</year>
          . http://mewo2.com/notes/terrain/.
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          [8] Fantasy world generator.
          <year>2019</year>
          . http://donjon.bin.sh/fantasy/world/.
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          <source>[9] Fractal terrain 3</source>
          .
          <year>2019</year>
          . http://secure.profantasy.com/products/ft.asp.
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          [10]
          <string-name>
            <surname>Andrea</surname>
            <given-names>Guarneri</given-names>
          </string-name>
          , Dario Maggiorini, Laura Anna Ripamonti, and
          <string-name>
            <given-names>Marco</given-names>
            <surname>Trubian</surname>
          </string-name>
          .
          <year>2013</year>
          .
          <article-title>GOLEM: Generator Of Life Embedded into MMOs</article-title>
          .
          <source>In Proceedings of the Twelfth European Conference on the Synthesis and Simulation of Living Systems: Advances in Arti cial Life</source>
          , ECAL.
          <fpage>585</fpage>
          -
          <lpage>592</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          [11]
          <string-name>
            <surname>Andrea</surname>
            <given-names>Guarneri</given-names>
          </string-name>
          , Laura Anna Ripamonti, Francesco Tissoni, Marco Trubian, Dario Maggiorini, and
          <string-name>
            <given-names>Davide</given-names>
            <surname>Gadia</surname>
          </string-name>
          .
          <year>2017</year>
          .
          <article-title>GHOST: A GHOst STory-writer</article-title>
          .
          <source>In Proceedings of the 12th Biannual Conference on Italian SIGCHI Chapter (CHItaly '17)</source>
          . ACM, New York, NY, USA, Article
          <volume>24</volume>
          ,
          <issue>24</issue>
          :
          <fpage>1</fpage>
          -
          <lpage>24</lpage>
          :9 pages.
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          [12]
          <string-name>
            <surname>Claudio</surname>
            <given-names>Mazza</given-names>
          </string-name>
          , Laura Anna Ripamonti, Dario Maggiorini, and
          <string-name>
            <given-names>Davide</given-names>
            <surname>Gadia</surname>
          </string-name>
          .
          <year>2017</year>
          .
          <article-title>FUN PLEdGE 2</article-title>
          .0:
          <string-name>
            <given-names>A</given-names>
            <surname>FUNny Platformers LEvels GEnerator (Rhythm Based</surname>
          </string-name>
          <article-title>)</article-title>
          .
          <source>In Proceedings of the 12th Biannual Conference on Italian SIGCHI Chapter (CHItaly '17)</source>
          . ACM, Article
          <volume>22</volume>
          ,
          <issue>22</issue>
          :
          <fpage>1</fpage>
          -
          <lpage>22</lpage>
          :9 pages.
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          [13]
          <string-name>
            <given-names>Ian</given-names>
            <surname>Millington</surname>
          </string-name>
          .
          <year>2019</year>
          .
          <article-title>Arti cial Intelligence for Games, Third Edition</article-title>
          . CRC Press.
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          [14]
          <string-name>
            <surname>Fausto</surname>
            <given-names>Mourato</given-names>
          </string-name>
          , Manuel Próspero dos Santos, and
          <string-name>
            <given-names>Fernando</given-names>
            <surname>Birra</surname>
          </string-name>
          .
          <year>2011</year>
          .
          <article-title>Automatic Level Generation for Platform Videogames Using Genetic Algorithms</article-title>
          .
          <source>In Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology (ACE '11). ACM, Article</source>
          <volume>8</volume>
          ,
          <issue>8</issue>
          :
          <fpage>1</fpage>
          -
          <issue>8</issue>
          :8 pages.
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          [15]
          <string-name>
            <surname>Daniele</surname>
            <given-names>Norton</given-names>
          </string-name>
          , Laura A.
          <string-name>
            <surname>Ripamonti</surname>
            , Mario Ornaghi, Davide Gadia, and
            <given-names>Dario</given-names>
          </string-name>
          <string-name>
            <surname>Maggiorini</surname>
          </string-name>
          .
          <year>2017</year>
          .
          <article-title>Monsters of Darwin: A Strategic Game Based on Arti cial Intelligence and Genetic Algorithms</article-title>
          .
          <source>In Proceedings of the 1st Workshop on Games-Human Interaction (GHItaly</source>
          <year>2017</year>
          ) (CEUR Workshop Proceedings).
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          [16]
          <string-name>
            <surname>Yoav</surname>
            <given-names>I. H.</given-names>
          </string-name>
          <string-name>
            <surname>Parish</surname>
            and
            <given-names>Pascal</given-names>
          </string-name>
          <string-name>
            <surname>Müller</surname>
          </string-name>
          .
          <year>2001</year>
          .
          <article-title>Procedural Modeling of Cities</article-title>
          .
          <source>In Proceedings of ACM SIGGRAPH '01. ACM</source>
          ,
          <volume>301</volume>
          -
          <fpage>308</fpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          [17]
          <string-name>
            <surname>Franco</surname>
            <given-names>P.</given-names>
          </string-name>
          <string-name>
            <surname>Preparata</surname>
            and
            <given-names>Michael I. Shamos. 1985. Computational</given-names>
          </string-name>
          <string-name>
            <surname>Geometry</surname>
          </string-name>
          : An Introduction. Springer-Verlag.
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          [18]
          <string-name>
            <given-names>Laura</given-names>
            <surname>Anna</surname>
          </string-name>
          <string-name>
            <surname>Ripamonti</surname>
          </string-name>
          , Marco Granato, Marco Trubian, Antti Knutas, Dario Maggiorini, and
          <string-name>
            <given-names>Davide</given-names>
            <surname>Gadia</surname>
          </string-name>
          .
          <year>2018</year>
          .
          <article-title>Multi-agent simulations for the evaluation of Looting Systems design in MMOG and MOBA games</article-title>
          .
          <source>Simulation Modelling Practice and Theory</source>
          <volume>83</volume>
          (
          <year>2018</year>
          ),
          <fpage>124</fpage>
          -
          <lpage>148</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref19">
        <mixed-citation>
          [19]
          <string-name>
            <given-names>Laura</given-names>
            <surname>Anna</surname>
          </string-name>
          <string-name>
            <surname>Ripamonti</surname>
          </string-name>
          , Mattia Mannalà, Davide Gadia, and
          <string-name>
            <given-names>Dario</given-names>
            <surname>Maggiorini</surname>
          </string-name>
          .
          <year>2017</year>
          .
          <article-title>Procedural content generation for platformers: designing and testing FUN PLEdGE</article-title>
          .
          <source>Multimedia Tools and Applications</source>
          <volume>76</volume>
          ,
          <issue>4</issue>
          (
          <year>2017</year>
          ),
          <fpage>5001</fpage>
          -
          <lpage>5050</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref20">
        <mixed-citation>
          [20]
          <string-name>
            <surname>Manlio</surname>
            <given-names>Scalabrin</given-names>
          </string-name>
          , Laura Anna Ripamonti, Dario Maggiorini, and
          <string-name>
            <given-names>Davide</given-names>
            <surname>Gadia</surname>
          </string-name>
          .
          <year>2016</year>
          .
          <article-title>Stereoscopy-based procedural generation of virtual environments</article-title>
          .
          <source>In Proceedings of IS&amp;T's Stereoscopic Displays and Applications XXVII (28t h Symposium on Electronic Imaging : Science and Technology)</source>
          .
          <fpage>1</fpage>
          -
          <lpage>7</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref21">
        <mixed-citation>
          [21]
          <string-name>
            <given-names>Michael</given-names>
            <surname>Schwarz</surname>
          </string-name>
          and
          <string-name>
            <given-names>Pascal</given-names>
            <surname>Müller</surname>
          </string-name>
          .
          <year>2015</year>
          .
          <article-title>Advanced Procedural Modeling of Architecture</article-title>
          .
          <source>ACM Trans. Graph</source>
          .
          <volume>34</volume>
          ,
          <issue>4</issue>
          ,
          <string-name>
            <surname>Article 107</surname>
          </string-name>
          (
          <year>July 2015</year>
          ),
          <volume>107</volume>
          :
          <fpage>1</fpage>
          -
          <lpage>107</lpage>
          :12 pages.
        </mixed-citation>
      </ref>
      <ref id="ref22">
        <mixed-citation>
          [22]
          <string-name>
            <surname>Noor</surname>
            <given-names>Shaker</given-names>
          </string-name>
          , Julian Togelius, and
          <string-name>
            <given-names>Mark J.</given-names>
            <surname>Nelson</surname>
          </string-name>
          .
          <year>2016</year>
          .
          <article-title>Procedural Content Generation in Games: A Textbook and an Overview of Current Research</article-title>
          . Springer.
        </mixed-citation>
      </ref>
      <ref id="ref23">
        <mixed-citation>
          [23]
          <string-name>
            <given-names>Lee</given-names>
            <surname>Sheldon</surname>
          </string-name>
          .
          <year>2013</year>
          .
          <article-title>Character Development and Storytelling for Games, Second Edition</article-title>
          . Thomson Course Technology PTR.
        </mixed-citation>
      </ref>
      <ref id="ref24">
        <mixed-citation>
          [24]
          <string-name>
            <given-names>Terra</given-names>
            <surname>Incognita</surname>
          </string-name>
          .
          <year>2019</year>
          . http://gmworldmap.com.
        </mixed-citation>
      </ref>
      <ref id="ref25">
        <mixed-citation>
          [25]
          <string-name>
            <surname>Huaxin</surname>
            <given-names>Wei</given-names>
          </string-name>
          , Jim Bizzocchi, and Tom Calvert.
          <year>2010</year>
          .
          <article-title>Time and Space in Digital Game Storytelling</article-title>
          .
          <source>International Journal of Computer Games Technology 2010, Article</source>
          <volume>8</volume>
          (
          <year>2010</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref26">
        <mixed-citation>
          [26]
          <string-name>
            <surname>Robert</surname>
            <given-names>H.</given-names>
          </string-name>
          <string-name>
            <surname>Whittaker</surname>
          </string-name>
          .
          <year>1975</year>
          .
          <article-title>Communities and Ecosystems</article-title>
          . MacMillan Publishing Company.
        </mixed-citation>
      </ref>
      <ref id="ref27">
        <mixed-citation>
          [27] World creator.
          <year>2019</year>
          . http://www.world-creator.com/.
        </mixed-citation>
      </ref>
      <ref id="ref28">
        <mixed-citation>
          [28] World machine.
          <year>2019</year>
          . http://www.world-machine.
          <source>com.</source>
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>