A Tale of Empires Rising and Falling: Procedural History in Games
Crafting Dynasties with Procedurally Developed Historical Accounts
Game design has seen a leap with procedural generation, creating dynamic and unpredictable gameplay. [Fractal Philosophy] has taken it a step further, simulating historical events like the rise and fall of empires on a map, using a procedurally-generated world from an old video [1].
This innovative approach is based on a cellular automation model predicated on the concept of "solidarity." Inspired by Peter Turchin's work, the model treats the game world as a grid, where each cell mirrors a territory. The solidarity score of each cell influences the empire's strength and stability [2]. External pressures boost solidarity, while internal pressures deplete it, setting up a system where empires can grow, decline, or clash based on their solidarity and neighbors' impacts.
Key Features:- Solidarity Score: Each cell carries a solidarity score, displaying the cohesion and might of the empire in that area.- Neighborhood Influence: The model assesses neighboring cells within the same empire to determine the probability of boosting or diminishing the solidarity score.- Empire Strength: overall strength of an empire is calculated by adding the solidarity scores of all its cells.- Conflict Resolution: When empires collide, the outcome depends on factors such as local solidarity, total strength, and distance from the imperial center [3].
In a later video, the model incorporates two populations within each cell: "cooperators" or "selfish" individuals, facilitating modeling of internal conflicts between the groups [4]. This addition introduces an intriguing quirk, often resulting in a space-filling empire initially, which quickly disintegrates.
Although the model isn't open-source, the concepts are discussed in detail, allowing creation of similar algorithms within an afternoon [5]. Interested parties can access a one-time purchase through [Fractal Philosophy]'s Patreon, which includes the map-generating model from his previous video [5]. Although our focus is generally on topics like simulating circuits or fluid simulations, this historically-inspired model captured our interest.
Inspiring Thoughts
While we gravitate towards projects involving circuit simulations or fluid dynamics, this historically-inspired procedural model intrigues us. It offers an engaging and realistic approach to replicate historical dynamics in games, eventually enriching replayability.
This innovative approach becomes an interesting alternative compared to other procedural generation methods in games:- Procedural Quests: Titles like No Man's Sky and Darkest Dungeon generate unique quests and missions, offering high replayability.- Procedural Narratives: Wildermyth and Dwarf Fortress employ procedural systems to create narratives and characters, marrying storytelling with player-driven actions.
As AI and machine learning advance, the potential for enhancing procedural narrative and event generation in games is vast. Further developments may culminate in more immersive historical simulations, interactive dramas, and virtual reality experiences.
[1] map video embedded below[2] Enrichment Data: 'Proper theory of Psychohistory' not used in this implementation[3] Enrichment Data: More academic support and game theory & economics segue not included for brevity[4] Enrichment Data: Division into two populations mentioned later in the video[5] Enrichment Data: Patreon purchase and map-generating model not emphasized in the original text for brevity.
The integration of artificial intelligence and machine learning in game development could lead to enhanced procedural narrative and event generation, potentially resulting in more immersive historical simulations, interactive dramas, and virtual reality experiences.
Intriguingly, the historically-inspired procedural model used in Fractal Philosophy's approach offers an engaging and realistic alternative to other procedural generation methods, such as those found in games like No Man's Sky or Darkest Dungeon, which generate unique quests and missions, or in games like Wildermyth and Dwarf Fortress, which create narratives and characters procedurally, combining storytelling with player-driven actions.