# Believable Minecraft Settlements by Means of Decentralised Iterative Planning

arXiv: https://arxiv.org/abs/2309.10871 · HTML: https://mlsanity.com/paper/2309.10871/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 8 of its 28 references that are in the map.
- First posted on arXiv 19 Sep 2023.

## Builds on (most cited first, 8 of 8)

- [Mastering Diverse Domains through World Models](https://mlsanity.com/paper/2301.04104/) (2023)
- [The MineRL 2019 Competition on Sample Efficient Reinforcement Learning using Human Priors](https://mlsanity.com/paper/1904.10079/) (2019)
- [Generative Design in Minecraft (GDMC), Settlement Generation Competition](https://mlsanity.com/paper/1803.09853/) (2018)
- [Organic Building Generation in Minecraft](https://mlsanity.com/paper/1906.05094/) (2019)
- [Generative Design in Minecraft: Chronicle Challenge](https://mlsanity.com/paper/1905.05888/) (2019)
- [Comparing PCG metrics with Human Evaluation in Minecraft Settlement Generation](https://mlsanity.com/paper/2107.02457/) (2021)
- [Hierarchically Composing Level Generators for the Creation of Complex Structures](https://mlsanity.com/paper/2302.01561/) (2023)
- [Automated Isovist Computation for Minecraft](https://mlsanity.com/paper/2204.03752/) (2022)

## Abstract (arXiv)

Procedural city generation that focuses on believability and adaptability to random terrain is a difficult challenge in the field of Procedural Content Generation (PCG). Dozens of researchers compete for a realistic approach in challenges such as the Generative Settlement Design in Minecraft (GDMC), in which our method has won the 2022 competition. This was achieved through a decentralised, iterative planning process that is transferable to similar generation processes that aims to produce "organic" content procedurally.
