# Procedural Content Generation in Games: A Textbook and an Overview of Current Research

*Source* · `src-shaker-2016-procedural-content-generation` · status: **n/a**

| field | value |
|---|---|
| kind | Book |
| authors | Noor Shaker, Julian Togelius, Mark J. Nelson |
| venue | Springer |
| date | 2016 |
| url | https://pcgbook.com/ |
| doi | 10.1007/978-3-319-42716-4 |
| accessed | 2026-10-31 |

## Notes

Read the authors' site and chapter 6, Rules and mechanics (Nelson, Togelius, Browne, Cook). The chapters cover generators by method (search-based, constructive, grammars, planning, answer set programming) and by content type. Chapter 6 encodes and generates game rules, for board games with Ludi and more tentatively for 2D games with graphical logic, mostly by evolutionary search, and calls each generator an executable micro-theory of game design.

## Citation

Noor Shaker, Julian Togelius, Mark J. Nelson (2016). *Procedural Content Generation in Games: A Textbook and an Overview of Current Research*. Springer https://pcgbook.com/

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Provenance: created in run `2026-10-31-paper-related-work`.
