Summary
In this chapter, we barely scratched the surface of PCG. First, we started with a simple algorithm to create randomized goblin biographies. Then, we unleashed the power of CA to develop an intricate cave system and discovered two techniques to render abstract grids in 3D maps.
However, as I said, this is just the beginning. PCG represents a massive class of algorithms blending the boundary between programming and art. PCG alone is a programming field worth exploring, and this short chapter's goal was to give you just a tiny taste of it.
Now, though, we have no more time for PCG. It is time to move on to machine learning in the next chapter.