Research Article
A Critical Evaluation of Procedural Content Generation Approaches for Digital Twins
Table 1
Tabulated summary of the terrain generation algorithms.
| Reference | Algorithm | Characteristics |
| [47] | Fractal noise, e.g., Perlin noise | Interpolation discontinuity of the second-order and nonoptimal gradient calculation | [48] | Midpoint displacement algorithm | The midpoint-displacement model for mountains now includes a squig-curve model of a river’s path | [49] | Diamond-square algorithm | Terrain height is generated at random from four seed values organized in a grid of points, covering the entire plane in squares | [50] | Simple collision algorithm | Texturing and creating lifelike textures | [51] | Squarified treemap algorithm | In a two-dimensional region, show tree structures | [52] | Intent-driven partial-order causal link (IPOCL) planning algorithm | It 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 chains | The state space of a Markov chain that simulates the behavior of a system is frequently infinite in several dimensions | [53] | Autoencoder CNN algorithm | Heuristic approach for generation of terrains of all kinds |
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