Abstract
Procedural Content Generation has a focus on the development of digital games, this leaves out a number of interesting domains for a generation of wargames and other board game types. These games are based on limited computational resources, using dice for random numbers and creations via tables. This paper presents a historical look at non-digital methods for PCG application and in particular a taxonomy of methods and locations of their use.
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Notes
- 1.
There is a long historical precedence of wives being upset with their wargaming husbands. Catherine the Great of Russia, born Princess Sophie of Anhalt-Zerbst, led a coup d’etat brought about by Peter III’s neglect. His predilection to spend his time enjoy wargaming, as opposed to running a nation state. She writes in her autobiography, “the main plaything of the Grand Duke, when in town, was an excessive quantity of small puppets, of soldiers made of wood, lead, starch and wax, which he arrayed on very narrow tables that filled the entire room; one could hardly pass between those tables. He had nailed long strips of brass along the lengths of these tables; these bands had wires attached to them, and when one pulled these, the brass strips made a sound which, according to him, was akin to the rolling fire of muskets.” [6].
- 2.
We would like to thank the reviewer to brought this to our attention.
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Brown, J.A., Scirea, M. (2020). Procedural Generation for Tabletop Games: User Driven Approaches with Restrictions on Computational Resources. In: Ciancarini, P., Mazzara, M., Messina, A., Sillitti, A., Succi, G. (eds) Proceedings of 6th International Conference in Software Engineering for Defence Applications. SEDA 2018. Advances in Intelligent Systems and Computing, vol 925. Springer, Cham. https://doi.org/10.1007/978-3-030-14687-0_5
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