TY - BOOK AU - Daniel W.Clado and Prince Al G.Ramirez TI - Garden of Eden (GOE) map generation algorithm applied in paradiso mobile game application AV - QA76.76 C53 2016 U1 - . PY - 2016/// CY - . PB - . KW - academic writing N1 - ABSTRACT: Procedural Content Generation (PCG) is any method that creates game content algorithmically, with or without involvement from the designer. The researchers introduced a new algorithm called Garden of Eden (GoE) algorithm in generating maps. The algorithm was inspired from the elaborate Procedural Conentent Generation algorithm from the sandbox game Minecraft and “Don’t Starve”. The GoE algorithm can be separated generally into two: the random number generator and the biome generator. Upon simulation and thorough analysis, the researchers found problems and limitations on the existing algorithm. The algorithm only accepts string input as a parameter. Also, it is not applied to a network-sharing environment. Moreover, the algorithm doesn’t follow a definite pattern in generating biomes. The researchers came up with solutions that will enhance the process of the algorithm. The researchers added other input parameters in the enhanced algorithm, specifically, real, interger and character values. Moreover, the enhanced algorithm is applied in a network sharing environment. Also, the researchers enhanced the biome generation process that will follow a pattern based on Whittaker’s diagram. The enhancement of the Garden of Eden (GoE) map generation algorithm created by the researchers will benefit the game players, game developers and future researchers that will focus in the field of content generation. The researchers would like to recommend the algorithm to be further enhanced in terms of speed and memory capacity and be applied in a 3D game application; F ER -