# PCG-Based Game Design Patterns

arXiv: https://arxiv.org/abs/1610.03138 · HTML: https://mlsanity.com/paper/1610.03138/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 11 Oct 2016.

## Built on by (most cited first, 3 of 3)

- [Player-AI Interaction: What Neural Network Games Reveal About AI as Play](https://mlsanity.com/paper/2101.06220/) (2021)
- [Word2Minecraft: Generating 3D Game Levels through Large Language Models](https://mlsanity.com/paper/2503.16536/) (2025)
- [AI Native Games: A Survey and Roadmap](https://mlsanity.com/paper/2607.00527/) (2026)

## Abstract (arXiv)

People enjoy encounters with generative software, but rarely are they encouraged to interact with, understand or engage with it. In this paper we define the term 'PCG-based game', and explain how this concept follows on from the idea of an AI-based game. We look at existing examples of games which foreground their AI, put forward a methodology for designing PCG-based games, describe some example case study designs for PCG-based games, and describe lessons learned during this process of sketching and developing ideas.
