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<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Procedural Content Generation via Generative Artificial Intelligence · HackerPapers discussions</title><link>https://hackerpaper.kaipfister.de/p/2407.09013/</link><description>Collected HN comments and submissions linking this paper.</description><language>en</language><lastBuildDate>Mon, 02 Nov 2026 11:16:22 GMT</lastBuildDate><atom:link href="https://hackerpaper.kaipfister.de/p/2407.09013/feed.xml" rel="self" type="application/rss+xml" /><item><title>Procedural Content Generation via Generative Artificial Intelligence — mentioned by walterfreedom</title><link>https://news.ycombinator.com/item?id=45922433</link><guid isPermaLink="false">urn:hackerpapers:mention:2407.09013:45922433</guid><pubDate>Fri, 14 Nov 2025 00:19:55 GMT</pubDate><description>&lt;p&gt;If we are talking about the Quest Generation part (which is still pretty early nin development), it&amp;#x27;s not just calling pre-existing RimWorld map events (Like Raids, Animals join, Ambrosia Sprout etc). Instead, I am trying to create a sort of lego-bricks kind of approach for the LLM. Basically, I provide it a list (sometimes, a decently huge list) of building blocks for categorized as &amp;quot;Action&amp;quot;, &amp;quot;Condition&amp;quot;, and &amp;quot;Reward&amp;quot; nodes, each interface also inheriting from the &amp;quot;Node&amp;quot; interface and LLM creates this nodes which are formatted and created at a factory class at runtime, leading to a Tree like…&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/2407.09013/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>cs.AI</category></item></channel></rss>
