Exploring No Man’s Sky, A Computer Game Forged by Algorithms
The issue with a lot of procedurally-generated content is that overall things become same-y. Lots of breadth, little depth. When you have a set number of variable sliders, you don't have to see all the possible worlds to get a sense of how many sliders there are and what their ranges are. The problem only gets worse when moving away from planet/landscape generation (dumb matter) and getting into simulations of history or society.<p>I'd be really interested in learning about any work in the "interestingness" of procedural content. Is it possible to quantify that sort of emergent complexity that happens in life, or in a work or story with artistic direction that takes on a life of its own? Can a system make a billion compelling and unique stories without solving the issue of Strong AI and just making a superintelligent DM?