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|Session Name:||Math for Game Programmers: Staged Parametric Map Generation|
|Company Name(s):||The Guildhall at SMU|
|Track / Format:||Programming|
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|Overview:||Articles and books on PCG typically discuss one or more particular approaches to map generation, with different types of maps each resulting from a distinct map generator. This session will move away from map "generators" toward map "mutators", and show that far more interesting content emerges when you layer numerous data-parameterized generation steps one after another. Mutators presented include node-edge structures, modified and advanced cellular automata, Perlin thresholds, and BSPs, as well as several of the semi-procedural methods from the previous session.|