Research Article

A Critical Evaluation of Procedural Content Generation Approaches for Digital Twins

Table 1

Tabulated summary of the terrain generation algorithms.

ReferenceAlgorithmCharacteristics

[47]Fractal noise, e.g., Perlin noiseInterpolation discontinuity of the second-order and nonoptimal gradient calculation
[48]Midpoint displacement algorithmThe midpoint-displacement model for mountains now includes a squig-curve model of a river’s path
[49]Diamond-square algorithmTerrain height is generated at random from four seed values organized in a grid of points, covering the entire plane in squares
[50]Simple collision algorithmTexturing and creating lifelike textures
[51]Squarified treemap algorithmIn a two-dimensional region, show tree structures
[52]Intent-driven partial-order causal link (IPOCL) planning algorithmIt solves the constraints of traditional causal dependency planners
[53]Long short-term memory (LSTM)Generation of simulated and original game levels and human level trajectories
[54]Multidimensional Markov chainsThe state space of a Markov chain that simulates the behavior of a system is frequently infinite in several dimensions
[53]Autoencoder CNN algorithmHeuristic approach for generation of terrains of all kinds